reactphysics3d/testbed/src/Scene.cpp
2020-05-07 15:12:59 +02:00

189 lines
7.1 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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. *
* *
********************************************************************************/
// Libraries
#include "Scene.h"
#include <GLFW/glfw3.h>
using namespace openglframework;
// Constructor
Scene::Scene(const std::string& name, EngineSettings& engineSettings, bool isShadowMappingEnabled)
: mName(name), mEngineSettings(engineSettings), mLastMouseX(0), mLastMouseY(0), mInterpolationFactor(0.0f), mViewportX(0), mViewportY(0),
mViewportWidth(0), mViewportHeight(0), mIsShadowMappingEnabled(isShadowMappingEnabled),
mAreContactPointsDisplayed(true), mAreContactNormalsDisplayed(false), mAreBroadPhaseAABBsDisplayed(false),
mAreCollidersAABBsDisplayed(false), mAreCollisionShapesDisplayed(false), mIsWireframeEnabled(false) {
}
// Destructor
Scene::~Scene() {
}
// Set the scene position (where the camera needs to look at)
void Scene::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();
}
// Set the camera so that we can view the whole scene
void Scene::resetCameraToViewAll() {
// Move the camera to the origin of the scene
mCamera.translateWorld(-mCamera.getOrigin());
// Move the camera to the center of the scene
mCamera.translateWorld(mCenterScene);
// Set the zoom of the camera so that the scene center is
// in negative view direction of the camera
mCamera.setZoom(1.0);
}
// Map the mouse x,y coordinates to a point on a sphere
bool Scene::mapMouseCoordinatesToSphere(double xMouse, double yMouse,
Vector3& spherePoint) const {
if ((xMouse >= 0) && (xMouse <= mWindowWidth) && (yMouse >= 0) && (yMouse <= mWindowHeight)) {
float x = float(xMouse - 0.5f * mWindowWidth) / float(mWindowWidth);
float y = float(0.5f * mWindowHeight - yMouse) / float(mWindowHeight);
float sinx = std::sin(PI * x * 0.5f);
float siny = std::sin(PI * y * 0.5f);
float sinx2siny2 = sinx * sinx + siny * siny;
// Compute the point on the sphere
spherePoint.x = sinx;
spherePoint.y = siny;
spherePoint.z = (sinx2siny2 < 1.0f) ? std::sqrt(1.0f - sinx2siny2) : 0.0f;
return true;
}
return false;
}
// Called when a mouse button event occurs
bool Scene::mouseButtonEvent(int button, bool down, int mods,
double mousePosX, double mousePosY) {
// If the mouse button is pressed
if (down) {
mLastMouseX = mousePosX;
mLastMouseY = mousePosY;
mIsLastPointOnSphereValid = mapMouseCoordinatesToSphere(mousePosX, mousePosY, mLastPointOnSphere);
}
else { // If the mouse button is released
mIsLastPointOnSphereValid = false;
}
return true;
}
// Called when a mouse motion event occurs
bool Scene::mouseMotionEvent(double xMouse, double yMouse, int leftButtonState,
int rightButtonState, int middleButtonState,
int altKeyState) {
// Zoom
if (leftButtonState == GLFW_PRESS && altKeyState == GLFW_PRESS) {
float dy = static_cast<float>(yMouse - mLastMouseY);
float h = static_cast<float>(mWindowHeight);
// Zoom the camera
zoom(-dy / h);
}
// Translation
else if (middleButtonState == GLFW_PRESS || rightButtonState == GLFW_PRESS ||
(leftButtonState == GLFW_PRESS && altKeyState == GLFW_PRESS)) {
translate(xMouse, yMouse);
}
// Rotation
else if (leftButtonState == GLFW_PRESS) {
rotate(xMouse, yMouse);
}
// Remember the mouse position
mLastMouseX = xMouse;
mLastMouseY = yMouse;
mIsLastPointOnSphereValid = mapMouseCoordinatesToSphere(xMouse, yMouse, mLastPointOnSphere);
return true;
}
// Called when a scrolling event occurs
bool Scene::scrollingEvent(float xAxis, float yAxis, float scrollSensitivy) {
zoom(yAxis * scrollSensitivy);
return true;
}
// Zoom the camera
void Scene::zoom(float zoomDiff) {
// Zoom the camera
mCamera.setZoom(zoomDiff);
}
// Translate the camera
void Scene::translate(int xMouse, int yMouse) {
float dx = static_cast<float>(xMouse - mLastMouseX);
float dy = static_cast<float>(yMouse - mLastMouseY);
// Translate the camera
mCamera.translateCamera(-dx / float(mCamera.getWidth()),
-dy / float(mCamera.getHeight()), mCenterScene);
}
// Rotate the camera
void Scene::rotate(int xMouse, int yMouse) {
if (mIsLastPointOnSphereValid) {
Vector3 newPoint3D;
bool isNewPointOK = mapMouseCoordinatesToSphere(xMouse, yMouse, newPoint3D);
if (isNewPointOK) {
Vector3 axis = mLastPointOnSphere.cross(newPoint3D);
float cosAngle = mLastPointOnSphere.dot(newPoint3D);
float epsilon = std::numeric_limits<float>::epsilon();
if (std::abs(cosAngle) < 1.0f && axis.length() > epsilon) {
axis.normalize();
float angle = 2.0f * std::acos(cosAngle);
// Rotate the camera around the center of the scene
mCamera.rotateAroundLocalPoint(axis, -angle, mCenterScene);
}
}
}
}