#include "CoordinateSystemDemo.h" #include "../CommonInterfaces/CommonGraphicsAppInterface.h" #include "../CommonInterfaces/CommonRenderInterface.h" #include "../CommonInterfaces/CommonExampleInterface.h" #include "LinearMath/btTransform.h" #include "../CommonInterfaces/CommonGUIHelperInterface.h" ///quick demo showing the right-handed coordinate system and positive rotations around each axis class CoordinateSystemDemo : public CommonExampleInterface { CommonGraphicsApp* m_app; float m_x; float m_y; float m_z; public: CoordinateSystemDemo(CommonGraphicsApp* app) :m_app(app), m_x(0), m_y(0), m_z(0) { m_app->setUpAxis(2); { int boxId = m_app->registerCubeShape(0.1,0.1,0.1); btVector3 pos(0,0,0); btQuaternion orn(0,0,0,1); btVector4 color(0.3,0.3,0.3,1); btVector3 scaling(1,1,1); m_app->m_renderer->registerGraphicsInstance(boxId,pos,orn,color,scaling); } m_app->m_renderer->writeTransforms(); } virtual ~CoordinateSystemDemo() { m_app->m_renderer->enableBlend(false); } virtual void initPhysics() { } virtual void exitPhysics() { } virtual void stepSimulation(float deltaTime) { m_x+=0.01f; m_y+=0.01f; m_z+=0.01f; } virtual void renderScene() { m_app->m_renderer->renderScene(); m_app->drawText3D("X",1,0,0,1); m_app->drawText3D("Y",0,1,0,1); m_app->drawText3D("Z",0,0,1,1); } virtual void drawArc(const btVector3& center, const btVector3& normal, const btVector3& axis, btScalar radiusA, btScalar radiusB, btScalar minAngle, btScalar maxAngle, const btVector3& color, bool drawSect, btScalar stepDegrees = btScalar(10.f)) { btScalar lineWidth = 3; const btVector3& vx = axis; btVector3 vy = normal.cross(axis); btScalar step = stepDegrees * SIMD_RADS_PER_DEG; int nSteps = (int)btFabs((maxAngle - minAngle) / step); if(!nSteps) nSteps = 1; btVector3 prev = center + radiusA * vx * btCos(minAngle) + radiusB * vy * btSin(minAngle); if(drawSect) { m_app->m_renderer->drawLine(center, prev, color,lineWidth); } for(int i = 1; i <= nSteps; i++) { btScalar angle = minAngle + (maxAngle - minAngle) * btScalar(i) / btScalar(nSteps); btVector3 next = center + radiusA * vx * btCos(angle) + radiusB * vy * btSin(angle); m_app->m_renderer->drawLine(prev, next, color,lineWidth); prev = next; } if(drawSect) { m_app->m_renderer->drawLine(center, prev, color,lineWidth); } } virtual void physicsDebugDraw(int debugDrawFlags) { btVector3 xUnit(1,0,0); btVector3 yUnit(0,1,0); btVector3 zUnit(0,0,1); btScalar lineWidth=3; btQuaternion rotAroundX(xUnit,m_x); btQuaternion rotAroundY(yUnit,m_y); btQuaternion rotAroundZ(zUnit,m_z); btScalar radius=0.5; btVector3 toX=radius*quatRotate(rotAroundX,yUnit); btVector3 toY=radius*quatRotate(rotAroundY,xUnit); btVector3 toZ=radius*quatRotate(rotAroundZ,xUnit); m_app->m_renderer->drawLine(xUnit+toX+quatRotate(rotAroundX,btVector3(0,0.1,-0.2)),xUnit+toX,xUnit,lineWidth); m_app->m_renderer->drawLine(xUnit+toX+quatRotate(rotAroundX,btVector3(0,-0.2,-0.2)),xUnit+toX,xUnit,lineWidth); //draw the letter 'x' on the x-axis //m_app->m_renderer->drawLine(xUnit-0.1*zUnit+0.1*yUnit,xUnit+0.1*zUnit-0.1*yUnit,xUnit,lineWidth); //m_app->m_renderer->drawLine(xUnit+0.1*zUnit+0.1*yUnit,xUnit-0.1*zUnit-0.1*yUnit,xUnit,lineWidth); m_app->m_renderer->drawLine(xUnit+toX+quatRotate(rotAroundX,btVector3(0,-0.2,-0.2)),xUnit+toX,xUnit,lineWidth); m_app->m_renderer->drawLine(yUnit+toY+quatRotate(rotAroundY,btVector3(-0.2,0,0.2)),yUnit+toY,yUnit,lineWidth); m_app->m_renderer->drawLine(yUnit+toY+quatRotate(rotAroundY,btVector3(0.1,0,0.2)),yUnit+toY,yUnit,lineWidth); m_app->m_renderer->drawLine(zUnit+toZ+quatRotate(rotAroundZ,btVector3(0.1,-0.2,0)),zUnit+toZ,zUnit,lineWidth); m_app->m_renderer->drawLine(zUnit+toZ+quatRotate(rotAroundZ,btVector3(-0.2,-0.2,0)),zUnit+toZ,zUnit,lineWidth); drawArc(xUnit,xUnit,toX.normalized(),radius,radius,0.4,SIMD_2_PI,xUnit,false); drawArc(yUnit,yUnit,toY.normalized(),radius,radius,0.4,SIMD_2_PI,yUnit,false); drawArc(zUnit,zUnit,toZ.normalized(),radius,radius,0.4,SIMD_2_PI,zUnit,false); } virtual bool mouseMoveCallback(float x,float y) { return false; } virtual bool mouseButtonCallback(int button, int state, float x, float y) { return false; } virtual bool keyboardCallback(int key, int state) { return false; } virtual void resetCamera() { float dist = 3.5; float pitch = 136; float yaw = 32; float targetPos[3]={0,0,0}; if (m_app->m_renderer && m_app->m_renderer->getActiveCamera()) { m_app->m_renderer->getActiveCamera()->setCameraDistance(dist); m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch); m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw); m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0],targetPos[1],targetPos[2]); } } }; CommonExampleInterface* CoordinateSystemCreateFunc(struct CommonExampleOptions& options) { return new CoordinateSystemDemo(options.m_guiHelper->getAppInterface()); }