/******************************************************************************** * 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 // 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