249 lines
6.2 KiB
C++
249 lines
6.2 KiB
C++
/*
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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 DRAW_H
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#define DRAW_H
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#include <bounce/bounce.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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//
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struct Ray3
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{
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b3Vec3 A() const;
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b3Vec3 B() const;
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b3Vec3 direction;
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b3Vec3 origin;
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float32 fraction;
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};
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inline b3Vec3 Ray3::A() const
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{
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return origin;
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}
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inline b3Vec3 Ray3::B() const
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{
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return origin + fraction * direction;
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}
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//
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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.SetZero();
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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 = 1000.0f;
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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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b3Mat44 BuildProjectionMatrix() const;
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b3Mat44 BuildViewMatrix() const;
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b3Transform BuildViewTransform() const;
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b3Mat44 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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inline b3Mat44 MakeMat44(const b3Transform& T)
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{
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return b3Mat44(
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b3Vec4(T.rotation.x.x, T.rotation.x.y, T.rotation.x.z, 0.0f),
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b3Vec4(T.rotation.y.x, T.rotation.y.y, T.rotation.y.z, 0.0f),
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b3Vec4(T.rotation.z.x, T.rotation.z.y, T.rotation.z.z, 0.0f),
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b3Vec4(T.position.x, T.position.y, T.position.z, 1.0f));
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}
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inline b3Mat44 Camera::BuildProjectionMatrix() const
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{
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float32 t = tan(0.5f * m_fovy);
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float32 sy = 1.0f / t;
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float32 aspect = m_width / m_height;
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float32 sx = 1.0f / (aspect * t);
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float32 invRange = 1.0f / (m_zNear - m_zFar);
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float32 sz = invRange * (m_zNear + m_zFar);
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float32 tz = invRange * m_zNear * m_zFar;
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b3Mat44 m;
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m.x = b3Vec4(sx, 0.0f, 0.0f, 0.0f);
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m.y = b3Vec4(0.0f, sy, 0.0f, 0.0f);
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m.z = b3Vec4(0.0f, 0.0f, sz, -1.0f);
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m.w = b3Vec4(0.0f, 0.0f, tz, 0.0f);
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return m;
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}
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inline b3Transform Camera::BuildWorldTransform() const
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{
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b3Transform xf;
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xf.rotation = b3QuatMat33(m_q);
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xf.position = (m_zoom * xf.rotation.z) - m_center;
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return xf;
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}
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inline b3Mat44 Camera::BuildWorldMatrix() const
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{
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b3Transform xf = BuildWorldTransform();
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return MakeMat44(xf);
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}
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inline b3Transform Camera::BuildViewTransform() const
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{
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b3Transform xf;
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xf.rotation = b3QuatMat33(m_q);
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xf.position = (m_zoom * xf.rotation.z) - m_center;
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return b3Inverse(xf);
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}
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inline b3Mat44 Camera::BuildViewMatrix() const
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{
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b3Transform xf = BuildViewTransform();
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return MakeMat44(xf);
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}
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inline b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw) const
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{
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b3Vec2 ps;
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ps.SetZero();
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return ps;
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}
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inline Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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{
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// Essential Math, page 250.
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float32 t = tan(0.5f * m_fovy);
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float32 aspect = m_width / m_height;
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b3Vec3 pv;
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pv.x = 2.0f * aspect * ps.x / m_width - aspect;
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pv.y = -2.0f * ps.y / m_height + 1.0f;
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pv.z = -1.0f / t;
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b3Transform xf = BuildWorldTransform();
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b3Vec3 pw = xf * pv;
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Ray3 rw;
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rw.direction = b3Normalize(pw - xf.position);
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rw.origin = xf.position;
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rw.fraction = m_zFar;
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return rw;
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}
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//
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enum DrawFlags
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{
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e_pointsFlag = 0x0001,
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e_linesFlag = 0x0002,
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e_trianglesFlag = 0x0004
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};
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class Draw : public b3Draw
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{
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public:
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Draw();
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~Draw();
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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 DrawSolidTriangle(const b3Vec3& normal, const b3Vec3& p1, const b3Color& color1, const b3Vec3& p2, const b3Color& color2, const b3Vec3& p3, const b3Color& color3);
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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 DrawCapsule(const b3Vec3& p1, const b3Vec3& p2, float32 radius, const b3Color& color);
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void DrawSolidCapsule(const b3Vec3& p1, const b3Vec3& p2, 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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void DrawString(const b3Color& color, const char* string, ...);
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void DrawSolidSphere(const b3SphereShape* s, const b3Color& c, const b3Transform& xf);
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void DrawSolidCapsule(const b3CapsuleShape* s, const b3Color& c, const b3Transform& xf);
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void DrawSolidHull(const b3HullShape* s, const b3Color& c, const b3Transform& xf);
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void DrawSolidMesh(const b3MeshShape* s, const b3Color& c, const b3Transform& xf);
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void DrawSolidShape(const b3Shape* s, const b3Color& c, const b3Transform& xf);
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void DrawSolidShapes(const b3World& world);
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void Flush();
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private:
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friend struct DrawPoints;
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friend struct DrawLines;
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friend struct DrawTriangles;
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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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friend struct DrawWire;
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friend struct DrawSolid;
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DrawWire* m_wire;
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DrawSolid* m_solid;
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};
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extern Camera* g_camera;
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extern Draw* g_draw;
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extern u32 g_drawFlags;
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#endif |