add hello world example and edit source tree
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examples/testbed/framework/debug_draw.h
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120
examples/testbed/framework/debug_draw.h
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef DEBUG_DRAW_H
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#define DEBUG_DRAW_H
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#include <bounce/bounce.h>
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#include "mat44.h"
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struct DrawPoints;
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struct DrawLines;
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struct DrawTriangles;
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struct DrawWire;
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struct DrawSolid;
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class Camera
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{
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public:
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Camera()
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{
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m_center.Set(0.0f, 5.0f, 0.0f);
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m_q.SetIdentity();
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m_width = 1024.0f;
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m_height = 768.0f;
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m_zNear = 1.0f;
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m_zFar = 500.0f;
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m_fovy = 0.25f * B3_PI;
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m_zoom = 10.0f;
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}
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Mat44 BuildProjectionMatrix() const;
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Mat44 BuildViewMatrix() const;
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b3Transform BuildViewTransform() const;
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Mat44 BuildWorldMatrix() const;
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b3Transform BuildWorldTransform() const;
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b3Vec2 ConvertWorldToScreen(const b3Vec3& pw) const;
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Ray3 ConvertScreenToWorld(const b3Vec2& ps) const;
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float32 m_zoom;
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b3Vec3 m_center;
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b3Quat m_q;
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float32 m_width, m_height;
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float32 m_fovy;
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float32 m_zNear;
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float32 m_zFar;
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};
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class DebugDraw : public b3Draw
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{
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public:
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DebugDraw();
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~DebugDraw();
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void DrawPoint(const b3Vec3& p, float32 size, const b3Color& color);
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void DrawSegment(const b3Vec3& p1, const b3Vec3& p2, const b3Color& color);
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void DrawTriangle(const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color);
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void DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Vec3& p2, const b3Vec3& p3, const b3Color& color);
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void DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color);
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void DrawSolidPolygon(const b3Vec3& normal, const b3Vec3* vertices, u32 count, const b3Color& color);
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void DrawCircle(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
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void DrawSolidCircle(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
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void DrawSphere(const b3Vec3& center, float32 radius, const b3Color& color);
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void DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Color& color);
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void DrawAABB(const b3AABB3& aabb, const b3Color& color);
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void DrawTransform(const b3Transform& xf);
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//
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void DrawString(const char* string, const b3Color& color, ...);
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void DrawSphere(const b3SphereShape* s, const b3Color& c, const b3Transform& xf);
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void DrawCapsule(const b3CapsuleShape* s, const b3Color& c, const b3Transform& xf);
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void DrawHull(const b3HullShape* s, const b3Color& c, const b3Transform& xf);
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void DrawMesh(const b3MeshShape* s, const b3Color& c, const b3Transform& xf);
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void DrawShape(const b3Shape* s, const b3Color& c, const b3Transform& xf);
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void Draw(const b3World& world);
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void Submit();
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private:
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friend struct DrawShapes;
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DrawPoints* m_points;
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DrawLines* m_lines;
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DrawTriangles* m_triangles;
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DrawWire* m_wire;
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DrawSolid* m_solid;
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};
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#endif
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