#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() { } 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 = -32; float yaw = 136; 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()); }