CoordinateSystemDemo.cpp 5.2 KB

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  1. #include "CoordinateSystemDemo.h"
  2. #include "../CommonInterfaces/CommonGraphicsAppInterface.h"
  3. #include "../CommonInterfaces/CommonRenderInterface.h"
  4. #include "../CommonInterfaces/CommonExampleInterface.h"
  5. #include "LinearMath/btTransform.h"
  6. #include "../CommonInterfaces/CommonGUIHelperInterface.h"
  7. ///quick demo showing the right-handed coordinate system and positive rotations around each axis
  8. class CoordinateSystemDemo : public CommonExampleInterface
  9. {
  10. CommonGraphicsApp* m_app;
  11. float m_x;
  12. float m_y;
  13. float m_z;
  14. public:
  15. CoordinateSystemDemo(CommonGraphicsApp* app)
  16. :m_app(app),
  17. m_x(0),
  18. m_y(0),
  19. m_z(0)
  20. {
  21. m_app->setUpAxis(2);
  22. {
  23. int boxId = m_app->registerCubeShape(0.1,0.1,0.1);
  24. btVector3 pos(0,0,0);
  25. btQuaternion orn(0,0,0,1);
  26. btVector4 color(0.3,0.3,0.3,1);
  27. btVector3 scaling(1,1,1);
  28. m_app->m_renderer->registerGraphicsInstance(boxId,pos,orn,color,scaling);
  29. }
  30. m_app->m_renderer->writeTransforms();
  31. }
  32. virtual ~CoordinateSystemDemo()
  33. {
  34. m_app->m_renderer->enableBlend(false);
  35. }
  36. virtual void initPhysics()
  37. {
  38. }
  39. virtual void exitPhysics()
  40. {
  41. }
  42. virtual void stepSimulation(float deltaTime)
  43. {
  44. m_x+=0.01f;
  45. m_y+=0.01f;
  46. m_z+=0.01f;
  47. }
  48. virtual void renderScene()
  49. {
  50. m_app->m_renderer->renderScene();
  51. m_app->drawText3D("X",1,0,0,1);
  52. m_app->drawText3D("Y",0,1,0,1);
  53. m_app->drawText3D("Z",0,0,1,1);
  54. }
  55. virtual void drawArc(const btVector3& center, const btVector3& normal, const btVector3& axis, btScalar radiusA, btScalar radiusB, btScalar minAngle, btScalar maxAngle,
  56. const btVector3& color, bool drawSect, btScalar stepDegrees = btScalar(10.f))
  57. {
  58. btScalar lineWidth = 3;
  59. const btVector3& vx = axis;
  60. btVector3 vy = normal.cross(axis);
  61. btScalar step = stepDegrees * SIMD_RADS_PER_DEG;
  62. int nSteps = (int)btFabs((maxAngle - minAngle) / step);
  63. if(!nSteps) nSteps = 1;
  64. btVector3 prev = center + radiusA * vx * btCos(minAngle) + radiusB * vy * btSin(minAngle);
  65. if(drawSect)
  66. {
  67. m_app->m_renderer->drawLine(center, prev, color,lineWidth);
  68. }
  69. for(int i = 1; i <= nSteps; i++)
  70. {
  71. btScalar angle = minAngle + (maxAngle - minAngle) * btScalar(i) / btScalar(nSteps);
  72. btVector3 next = center + radiusA * vx * btCos(angle) + radiusB * vy * btSin(angle);
  73. m_app->m_renderer->drawLine(prev, next, color,lineWidth);
  74. prev = next;
  75. }
  76. if(drawSect)
  77. {
  78. m_app->m_renderer->drawLine(center, prev, color,lineWidth);
  79. }
  80. }
  81. virtual void physicsDebugDraw(int debugDrawFlags)
  82. {
  83. btVector3 xUnit(1,0,0);
  84. btVector3 yUnit(0,1,0);
  85. btVector3 zUnit(0,0,1);
  86. btScalar lineWidth=3;
  87. btQuaternion rotAroundX(xUnit,m_x);
  88. btQuaternion rotAroundY(yUnit,m_y);
  89. btQuaternion rotAroundZ(zUnit,m_z);
  90. btScalar radius=0.5;
  91. btVector3 toX=radius*quatRotate(rotAroundX,yUnit);
  92. btVector3 toY=radius*quatRotate(rotAroundY,xUnit);
  93. btVector3 toZ=radius*quatRotate(rotAroundZ,xUnit);
  94. m_app->m_renderer->drawLine(xUnit+toX+quatRotate(rotAroundX,btVector3(0,0.1,-0.2)),xUnit+toX,xUnit,lineWidth);
  95. m_app->m_renderer->drawLine(xUnit+toX+quatRotate(rotAroundX,btVector3(0,-0.2,-0.2)),xUnit+toX,xUnit,lineWidth);
  96. //draw the letter 'x' on the x-axis
  97. //m_app->m_renderer->drawLine(xUnit-0.1*zUnit+0.1*yUnit,xUnit+0.1*zUnit-0.1*yUnit,xUnit,lineWidth);
  98. //m_app->m_renderer->drawLine(xUnit+0.1*zUnit+0.1*yUnit,xUnit-0.1*zUnit-0.1*yUnit,xUnit,lineWidth);
  99. m_app->m_renderer->drawLine(xUnit+toX+quatRotate(rotAroundX,btVector3(0,-0.2,-0.2)),xUnit+toX,xUnit,lineWidth);
  100. m_app->m_renderer->drawLine(yUnit+toY+quatRotate(rotAroundY,btVector3(-0.2,0,0.2)),yUnit+toY,yUnit,lineWidth);
  101. m_app->m_renderer->drawLine(yUnit+toY+quatRotate(rotAroundY,btVector3(0.1,0,0.2)),yUnit+toY,yUnit,lineWidth);
  102. m_app->m_renderer->drawLine(zUnit+toZ+quatRotate(rotAroundZ,btVector3(0.1,-0.2,0)),zUnit+toZ,zUnit,lineWidth);
  103. m_app->m_renderer->drawLine(zUnit+toZ+quatRotate(rotAroundZ,btVector3(-0.2,-0.2,0)),zUnit+toZ,zUnit,lineWidth);
  104. drawArc(xUnit,xUnit,toX.normalized(),radius,radius,0.4,SIMD_2_PI,xUnit,false);
  105. drawArc(yUnit,yUnit,toY.normalized(),radius,radius,0.4,SIMD_2_PI,yUnit,false);
  106. drawArc(zUnit,zUnit,toZ.normalized(),radius,radius,0.4,SIMD_2_PI,zUnit,false);
  107. }
  108. virtual bool mouseMoveCallback(float x,float y)
  109. {
  110. return false;
  111. }
  112. virtual bool mouseButtonCallback(int button, int state, float x, float y)
  113. {
  114. return false;
  115. }
  116. virtual bool keyboardCallback(int key, int state)
  117. {
  118. return false;
  119. }
  120. virtual void resetCamera()
  121. {
  122. float dist = 3.5;
  123. float pitch = 136;
  124. float yaw = 32;
  125. float targetPos[3]={0,0,0};
  126. if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
  127. {
  128. m_app->m_renderer->getActiveCamera()->setCameraDistance(dist);
  129. m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch);
  130. m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw);
  131. m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0],targetPos[1],targetPos[2]);
  132. }
  133. }
  134. };
  135. CommonExampleInterface* CoordinateSystemCreateFunc(struct CommonExampleOptions& options)
  136. {
  137. return new CoordinateSystemDemo(options.m_guiHelper->getAppInterface());
  138. }