first commit

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Irlan Robson
2016-12-18 18:39:47 -02:00
commit 8f29bc7e21
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/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef DEBUG_DRAW_H
#define DEBUG_DRAW_H
#include <bounce\bounce.h>
#include "mat44.h"
struct DrawPoints;
struct DrawLines;
struct DrawTriangles;
struct DrawShapes;
class Camera
{
public:
Camera()
{
m_center.Set(0.0f, 5.0f, 0.0f);
m_q.SetIdentity();
m_width = 1024.0f;
m_height = 768.0f;
m_zNear = 1.0f;
m_zFar = 500.0f;
m_fovy = 0.25f * B3_PI;
m_zoom = 10.0f;
}
Mat44 BuildProjectionMatrix() const;
Mat44 BuildViewMatrix() const;
b3Transform BuildViewTransform() const;
Mat44 BuildWorldMatrix() const;
b3Transform BuildWorldTransform() const;
b3Vec2 ConvertWorldToScreen(const b3Vec3& pw) const;
Ray3 ConvertScreenToWorld(const b3Vec2& ps) const;
float32 m_zoom;
b3Vec3 m_center;
b3Quat m_q;
float32 m_width, m_height;
float32 m_fovy;
float32 m_zNear;
float32 m_zFar;
};
class DebugDraw : public b3Draw
{
public:
DebugDraw();
~DebugDraw();
void DrawPoint(const b3Vec3& point, const b3Color& color);
void DrawSegment(const b3Vec3& a, const b3Vec3& b, const b3Color& color);
void DrawPolygon(const b3Vec3* vertices, u32 count, const b3Color& color);
void DrawSolidPolygon(const b3Vec3* vertices, u32 count, const b3Color& color);
void DrawCircle(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
void DrawSolidCircle(const b3Vec3& normal, const b3Vec3& center, float32 radius, const b3Color& color);
void DrawSphere(const b3Vec3& center, float32 radius, const b3Color& color);
void DrawSolidSphere(const b3Vec3& center, float32 radius, const b3Color& color);
void DrawAABB(const b3AABB3& aabb, const b3Color& color);
void DrawTransform(const b3Transform& xf);
void DrawString(const char* string, const b3Color& color, ...);
void Submit();
void Submit(const b3World& world);
private:
DrawPoints* m_points;
DrawLines* m_lines;
DrawTriangles* m_triangles;
DrawShapes* m_shapes;
};
#endif

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/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef MAT44_H
#define MAT44_H
#include <bounce\bounce.h>
struct Vec4
{
Vec4() { }
Vec4(float32 _x, float32 _y, float32 _z, float32 _w) : x(_x), y(_y), z(_z), w(_w) { }
void SetZero()
{
x = y = z = w = 0.0f;
}
void Set(float32 _x, float32 _y, float32 _z, float32 _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
float32 x, y, z, w;
};
inline Vec4 operator+(const Vec4& a, const Vec4& b)
{
return Vec4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
inline Vec4 operator*(float32 s, const Vec4& v)
{
return Vec4(s * v.x, s * v.y, s * v.z, s * v.w);
}
struct Mat44
{
Mat44() { }
Mat44(const Vec4& _x, const Vec4& _y, const Vec4& _z, const Vec4& _w) : x(_x), y(_y), z(_z), w(_w) { }
void SetIdentity()
{
x.Set(1.0f, 0.0f, 0.0f, 0.0f);
y.Set(0.0f, 1.0f, 0.0f, 0.0f);
z.Set(0.0f, 0.0f, 1.0f, 0.0f);
w.Set(0.0f, 0.0f, 0.0f, 1.0f);
}
Vec4 x, y, z, w;
};
inline Vec4 operator*(const Mat44& A, const Vec4& v)
{
return v.x * A.x + v.y * A.y + v.z * A.z + v.w * A.w;
}
inline b3Vec3 operator*(const Mat44& A, const b3Vec3& v)
{
Vec4 q = v.x * A.x + v.y * A.y + v.z * A.z + A.w;
return b3Vec3(q.x, q.y, q.z);
}
inline Mat44 operator*(const Mat44& A, const Mat44& B)
{
return Mat44(A * B.x, A * B.y, A * B.z, A * B.w);
}
inline Mat44 GetMat44(const b3Transform& T)
{
return Mat44(
Vec4(T.rotation.x.x, T.rotation.x.y, T.rotation.x.z, 0.0f),
Vec4(T.rotation.y.x, T.rotation.y.y, T.rotation.y.z, 0.0f),
Vec4(T.rotation.z.x, T.rotation.z.y, T.rotation.z.z, 0.0f),
Vec4(T.position.x, T.position.y, T.position.z, 1.0f));
}
inline b3Transform GetTransform(const Mat44& T)
{
b3Transform xf;
xf.rotation.x.Set(T.x.x, T.x.y, T.x.z);
xf.rotation.y.Set(T.y.x, T.y.y, T.y.z);
xf.rotation.z.Set(T.z.x, T.z.y, T.z.z);
xf.position.Set(T.w.x, T.w.y, T.w.z);
return xf;
}
inline float32 RandomFloat(float32 a, float32 b)
{
float32 x = float32(rand()) / float32(RAND_MAX);
float32 diff = b - a;
float32 r = x * diff;
return a + r;
}
struct Ray3
{
b3Vec3 Start() const
{
return origin;
}
b3Vec3 End() const
{
return origin + fraction * direction;
}
b3Vec3 direction;
b3Vec3 origin;
float32 fraction;
};
#endif