reactphysics3d/examples/common/Viewer.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
*********************************************************************************
* *
* 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 VIEWER_H
#define VIEWER_H
// Libraries
#include "openglframework.h"
#include <GLFW/glfw3.h>
// Class Viewer
class Viewer {
private :
// -------------------- Constants -------------------- //
static const float SCROLL_SENSITIVITY;
// -------------------- Attributes -------------------- //
/// GLFW window
GLFWwindow* mWindow;
/// Window title
std::string mWindowTitle;
/// Camera
openglframework::Camera mCamera;
/// Center of the scene
openglframework::Vector3 mCenterScene;
/// Last mouse coordinates on the windows
double mLastMouseX, mLastMouseY;
/// Last point computed on a sphere (for camera rotation)
openglframework::Vector3 mLastPointOnSphere;
/// True if the last point computed on a sphere (for camera rotation) is valid
bool mIsLastPointOnSphereValid;
/// Current number of frames per seconds
double mFPS;
/// Number of frames during the last second
int mNbFrames;
/// Current time for fps computation
double mCurrentTime;
/// Previous time for fps computation
double mPreviousTime;
/// Pointer to the update function
void (*mUpdateFunctionPointer)();
// -------------------- Methods -------------------- //
bool mapMouseCoordinatesToSphere(double xMouse, double yMouse, openglframework::Vector3& spherePoint) const;
public :
// -------------------- Methods -------------------- //
/// Constructor
Viewer();
/// Destructor
~Viewer();
// -------------------- Methods -------------------- //
/// Initialize the viewer
void init(int argc, char** argv, const std::string& windowsTitle,
const openglframework::Vector2& windowsSize,
const openglframework::Vector2& windowsPosition,
bool isMultisamplingActive = false);
/// Start the main loop where rendering occur
void startMainLoop();
/// Called when the windows is reshaped
void reshape();
/// Set the scene position (where the camera needs to look at)
void setScenePosition(const openglframework::Vector3& position, float sceneRadius);
/// Set the camera so that we can view the whole scene
void resetCameraToViewAll();
/// Zoom the camera
void zoom(float zoomDiff);
/// Translate the camera
void translate(int xMouse, int yMouse);
/// Rotate the camera
void rotate(int xMouse, int yMouse);
/// Get the camera
openglframework::Camera& getCamera();
/// Called when a GLUT mouse button event occurs
void mouseButtonEvent(int button, int action);
/// Called when a GLUT mouse motion event occurs
void mouseMotionEvent(double xMouse, double yMouse);
/// Called when a scrolling event occurs
void scrollingEvent(float scrollAxis);
/// Check the OpenGL errors
static void checkOpenGLErrors();
/// Display the FPS
void displayFPS();
/// Compute the FPS
void computeFPS();
/// Display the GUI
void displayGUI();
/// GLFW error callback method
static void error_callback(int error, const char* description);
/// Register the update function that has to be called each frame
void registerUpdateFunction(void (*updateFunctionPointer)());
/// Register a keyboard callback method
void registerKeyboardCallback(GLFWkeyfun method);
/// Register a mouse button callback method
void registerMouseButtonCallback(GLFWmousebuttonfun method);
/// Register a mouse cursor motion callback method
void registerMouseCursorCallback(GLFWcursorposfun method);
/// Register a scrolling cursor callback method
void registerScrollingCallback(GLFWscrollfun method);
};
// Set the scene position (where the camera needs to look at)
inline void Viewer::setScenePosition(const openglframework::Vector3& position, float sceneRadius) {
// Set the position and radius of the scene
mCenterScene = position;
mCamera.setSceneRadius(sceneRadius);
// Reset the camera position and zoom in order to view all the scene
resetCameraToViewAll();
}
// Get the camera
inline openglframework::Camera& Viewer::getCamera() {
return mCamera;
}
// Register the update function that has to be called each frame
inline void Viewer::registerUpdateFunction(void (*updateFunctionPointer)()) {
mUpdateFunctionPointer = updateFunctionPointer;
}
// Register a keyboard callback method
inline void Viewer::registerKeyboardCallback(GLFWkeyfun method) {
glfwSetKeyCallback(mWindow, method);
}
// Register a mouse button callback method
inline void Viewer::registerMouseButtonCallback(GLFWmousebuttonfun method) {
glfwSetMouseButtonCallback(mWindow, method);
}
// Register a mouse cursor motion callback method
inline void Viewer::registerMouseCursorCallback(GLFWcursorposfun method) {
glfwSetCursorPosCallback(mWindow, method);
}
// Register a scrolling cursor callback method
inline void Viewer::registerScrollingCallback(GLFWscrollfun method) {
glfwSetScrollCallback(mWindow, method);
}
#endif