implemented application and scenegraph

This commit is contained in:
cirdan 2008-01-20 10:16:37 +00:00
parent 77504c68f3
commit 2373b382f1
29 changed files with 2196 additions and 2076 deletions

220
engine/Application.cpp Normal file
View File

@ -0,0 +1,220 @@
#include "Application.h"
#include "Utilities/CfgParser.h"
#include "Utilities/Log.h"
#include "ScriptSystem_Application.h"
#include "ScriptSystem_Camera.h"
#include "ScriptSystem_Font.h"
#include "ScriptSystem_Image.h"
#include "ScriptSystem_Math.h"
#include "ScriptSystem_RigidBody.h"
namespace BlueCore
{
void Application::KeySlot(int key, int action)
{
if (key == GLFW_KEY_ESC && action == GLFW_RELEASE)
quit();
}
void Application::MouseMoveSlot(int x, int y)
{
_CameraPhi += (x - _LastMouseX) / 200.0;
_LastMouseX = x;
_CameraTheta += (y - _LastMouseY) / 200.0;
_LastMouseY = y;
}
void Application::MouseWheelSlot(int z)
{
if ((z - _LastWheel) < 0)
_CameraRadius *= 2.0;
else
_CameraRadius *= 0.5;
if (_CameraRadius < 1.0)
_CameraRadius = 1.0;
_LastWheel = z;
}
bool Application::initialize()
{
CfgParser cfg;
cfg.parseFile("options.cfg");
int width = cfg.get("width", 640);
int height = cfg.get("height", 480);
bool fullscreen = cfg.get("fullscreen", false);
_Window = new RenderWindow();
if (_Window->create(width, height, 0, 0, 0, fullscreen) == false)
return false;
_Device = new RenderDevice(_Window);
_FontManager = new FontManager(_Device);
_MeshManager = new MeshManager(_Device);
_TextureManager = new TextureManager();
_ScriptSystem = new ScriptSystem();
_ShaderManager = new ShaderManager(_Window);
_Simulation = new RigidBodySimulation(_ScriptSystem);
_ModelManager = new ModelManager (_TextureManager, _ShaderManager, _MeshManager);
_RenderQueue = new RenderQueue();
setupScriptSystem_Application(_ScriptSystem, this);
setupScriptSystem_Camera(_ScriptSystem);
setupScriptSystem_Font(_ScriptSystem, _FontManager);
setupScriptSystem_Image(_ScriptSystem, _TextureManager, _Device);
setupScriptSystem_Math(_ScriptSystem);
setupScriptSystem_RigidBody(_ScriptSystem, _Simulation);
if (_ScriptSystem->loadScript("main") == false)
return false;
_ScriptSystem->callFunction("Initialize");
_Window->KeySignal.connect(this, &Application::KeySlot);
_Window->MouseMoveSignal.connect(this, &Application::MouseMoveSlot);
_Window->MouseWheelSignal.connect(this, &Application::MouseWheelSlot);
_Running = true;
return true;
}
void Application::shutdown()
{
_ScriptSystem->callFunction("Shutdown");
}
void Application::quit()
{
_Running = false;
}
void Application::run()
{
clog << "--- starting main loop..."<< endlog;
_SimulationTime = 0.0;
_StartTime = glfwGetTime();
_LastTime = _StartTime;
double delta = 0.0;
_Paused = false;
_Running = true;
while (_Window->isOpen() && _Running)
{
double now = glfwGetTime();
delta = now - _LastTime;
_LastTime = now;
_ScriptSystem->callFunction("OnFrame", delta, now - _StartTime);
_Device->clear();
//Quaternion q(-_CameraPhi, 0.0, -_CameraTheta);
//camera->setPosition(q.apply(Vector3(0.0, 0.0, _CameraRadius)));
//camera->setRotation(q);
//pos += 5 * _DeltaTime;
if (_SceneGraph.valid())
{
_SceneGraph->queue(_RenderQueue);
_RenderQueue->render(_Device);
}
/*
{
_Device->begin3D(_Camera);
_Device->setAmbientLight(1.0, 1.0, 1.0);
_RenderQueue->clear();
_RenderQueue->addOpaqueItem(model, Vector3(0.0, 0.0, 0.0),
Quaternion());
_RenderQueue->render(_Device);
_Device->end3D();
}
*/
/*
device->pushAbsoluteTransformation(Vector3(), camera->getRotation());
class RenderState
{
bool _Blending;
GLint _BlendFuncSrc;
GLint _BlendFuncDest;
bool _DepthTest;
bool _DepthMask;
bool _Lighting;
};
GLfloat mat_specular[] =
{ 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] =
{ 2.0 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_specular);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
glColor4d( 1.0f, 1.0f, 1.0f, 1.0f);
device->setTexture(0, starTexture, true);
starMesh->render();
glDisable(GL_BLEND);
device->popTransformation();
*/
// device->useShader (program);
// device->setTexture (stage, name, texture)
// device->clearTextures (stage+1);
//glEnable (GL_TEXTURE_2D);
//glEnable (GL_LIGHTING);
//glBindTexture (GL_TEXTURE_2D, texture->getId() );
// device->
//device->
//model->render();
if (_Paused == false)
{
_Simulation->saveStates();
_Simulation->updateSteps(delta);
while (_Simulation->getSteps() > 0)
{
_ScriptSystem->callFunction("OnStep",
_Simulation->getStepSize(), _SimulationTime);
_SimulationTime += _Simulation->getStepSize();
_Simulation->step();
}
}
_Device->begin2D();
_ScriptSystem->callFunction("OnOverlay", delta, now - _StartTime);
_Device->end2D();
_Device->swap();
}
clog << "--- main loop finished..."<< endlog;
}
void Application::setSceneGraph(SceneGraph *graph)
{
_SceneGraph = graph;
}
void Application::togglePause()
{
_Paused = !_Paused;
}
}

60
engine/Application.h Normal file
View File

@ -0,0 +1,60 @@
#ifndef BLUECORE_APPLICATION_H
#define BLUECORE_APPLICATION_H
#include "RenderWindow.h"
#include "RenderDevice.h"
#include "FontManager.h"
#include "MeshManager.h"
#include "TextureManager.h"
#include "ShaderManager.h"
#include "ModelManager.h"
#include "TextureImage.h"
#include "ScriptSystem.h"
#include "RigidBodySimulation.h"
#include "SceneGraph.h"
namespace BlueCore
{
class Application : public Referenced, public sigslot::has_slots<>
{
bool _Running;
bool _Paused;
double _SimulationTime;
double _StartTime;
double _LastTime;
double _CameraPhi, _CameraTheta, _CameraRadius;
int _LastMouseX, _LastMouseY, _LastWheel;
ref_ptr<RenderWindow> _Window;
ref_ptr<RenderDevice> _Device;
ref_ptr<FontManager> _FontManager;
ref_ptr<MeshManager> _MeshManager;
ref_ptr<TextureManager> _TextureManager;
ref_ptr<ScriptSystem> _ScriptSystem;
ref_ptr<ShaderManager> _ShaderManager;
ref_ptr<RigidBodySimulation> _Simulation;
ref_ptr<ModelManager> _ModelManager;
ref_ptr<RenderQueue> _RenderQueue;
ref_ptr<SceneGraph> _SceneGraph;
void KeySlot(int key, int action);
void MouseMoveSlot(int x, int y);
void MouseWheelSlot(int z);
public:
bool initialize();
void shutdown();
void quit();
void run();
void togglePause();
void setSceneGraph (SceneGraph *scenegraph);
};
}
#endif /*APPLICATION_H_*/

View File

@ -7,44 +7,36 @@
namespace BlueCore
{
Camera::Camera()
Camera::Camera() :
_LookAt (false), _FoV(45.0), _NearPlane(1.0), _FarPlane(15000.0)
{
}
Camera::~Camera()
{
}
void Camera::setFoV(Scalar fov)
{
_FoV = fov;
}
void Camera::setAspectRatio(Scalar aspect)
{
_AspectRatio = aspect;
}
void Camera::setNearPlane(Scalar near)
{
_NearPlane = near;
}
void Camera::setFarPlane(Scalar far)
{
_FarPlane = far;
}
void Camera::setPosition(const Vector3& position)
{
_Position = position;
if (_LookAt)
updateLookAtRotation();
}
const Vector3& Camera::getPosition()
@ -52,7 +44,6 @@ const Vector3& Camera::getPosition()
return _Position;
}
void Camera::setRotation(const Quaternion& rotation)
{
_Rotation = rotation;
@ -63,69 +54,6 @@ const Quaternion& Camera::getRotation()
return _Rotation;
}
#if 0
void Camera::setupProjectionMatrix()
{
Scalar fW, fH;
fH = tan ( (_FoV / 2) / 180* Pi ) * _NearPlane;
fW = fH * _AspectRatio;
// setup projectiom matrix
glMatrixMode (GL_PROJECTION );
glLoadIdentity();
glFrustum ( -fW, fW, -fH, fH, _NearPlane, _FarPlane );
// save variables for frustum culling
/*
_near = nearZ;
_far = farZ;
_hNear = tan ( ( fov / 2 ) / 180 * Pi ) * nearZ;
_wNear = _hNear * aspect;
_hFar = tan ( ( fov / 2 ) / 180 * Pi ) * farZ;
_wFar = _hFar * aspect;
*/
}
void Camera::setupViewMatrix()
{
// set the view matrix
glMatrixMode (GL_MODELVIEW );
glLoadIdentity();
Matrix4x4 m(_Rotation, _Rotation.applyInversed(_Position * -1.0) );
glMultMatrixd ( ( GLdouble * ) &m.m );
/*
// calculate frustum planes
Vector3 up = q.apply ( Vector3 ( 0.0, 1.0, 0.0 ) );
Vector3 right = q.apply ( Vector3 ( 1.0, 0.0, 0.0 ) );
Vector3 d = q.apply ( Vector3 ( 0.0, 0.0, -1.0 ) );
Vector3 fc = p + d * _far;
Vector3 ftl = fc + ( up * _hFar ) - ( right * _wFar );
Vector3 ftr = fc + ( up * _hFar ) + ( right * _wFar );
Vector3 fbl = fc - ( up * _hFar ) - ( right * _wFar );
Vector3 fbr = fc - ( up * _hFar ) + ( right * _wFar );
Vector3 nc = p + d * _near;
Vector3 ntl = nc + ( up * _hNear ) - ( right * _wNear );
Vector3 ntr = nc + ( up * _hNear ) + ( right * _wNear );
Vector3 nbl = nc - ( up * _hNear ) - ( right * _wNear );
Vector3 nbr = nc - ( up * _hNear ) + ( right * _wNear );
_frustumPlanes[RightPlane] = Plane ( nbr, fbr, ntr );
_frustumPlanes[LeftPlane] = Plane ( ntl, fbl, nbl );
_frustumPlanes[BottomPlane] = Plane ( nbl, fbr, nbr );
_frustumPlanes[TopPlane] = Plane ( ntr, ftl, ntl );
_frustumPlanes[FarPlane] = Plane ( ftl, ftr, fbl );
_frustumPlanes[NearPlane] = Plane ( ntl, nbl, ntr );
*/
}
#endif
Scalar Camera::getNearPlane() const
{
return _NearPlane;
@ -141,5 +69,19 @@ Scalar Camera::getFov() const
return _FoV;
}
} // namespace BlueCore
void Camera::lookAt(const Vector3 &point)
{
_LookAt = true;
_LookAtPoint = point;
_LookAtUp = Vector3(0.0, 1.0, 0.0);
updateLookAtRotation();
}
void Camera::updateLookAtRotation()
{
Matrix3x3 m (_LookAtPoint - _Position, _LookAtUp);
_Rotation = m.toQuaternion().inversed();
}
} // namespace BlueCore

View File

@ -19,12 +19,14 @@ private:
Vector3 _LookAtPoint;
Vector3 _LookAtUp;
bool _LookAt;
Scalar _NearPlane, _FarPlane, _FoV, _AspectRatio;
Scalar _FoV, _NearPlane, _FarPlane;
//Frustum _Frustum;
Vector3 _Position;
Quaternion _Rotation;
void updateLookAtRotation();
public:
Camera();
@ -35,7 +37,6 @@ public:
void lookStraight();
void setFoV(Scalar fov);
void setAspectRatio(Scalar aspect);
void setNearPlane(Scalar near);
void setFarPlane(Scalar far);

View File

@ -12,26 +12,17 @@
namespace BlueCore
{
template <class T>
class Matrix3x3Template
template<class T> class Matrix3x3Template
{
public:
T m[9];
/**
* default constructor
*/
inline Matrix3x3Template()
{
identity();
}
/**
* constructor from array
*/
template <class S>
inline Matrix3x3Template( const S a[9] )
template<class S> inline Matrix3x3Template(const S a[9])
{
m[0] = static_cast<T>(a[0]);
m[1] = static_cast<T>(a[1]);
@ -46,12 +37,7 @@ namespace BlueCore
m[8] = static_cast<T>(a[8]);
}
/**
* copy constructor
*/
template <class S>
inline Matrix3x3Template( const Matrix3x3Template<S> &a )
template<class S> inline Matrix3x3Template(const Matrix3x3Template<S> &a)
{
m[0] = static_cast<T>(a.m[0]);
m[1] = static_cast<T>(a.m[1]);
@ -66,18 +52,13 @@ namespace BlueCore
m[8] = static_cast<T>(a.m[8]);
}
/**
* constructor from heading and up vectors
*/
inline Matrix3x3Template(
const Vector3Template<T> &h,
inline Matrix3x3Template(const Vector3Template<T> &h,
const Vector3Template<T> &u)
{
Vector3Template<T> a, b, c;
c = h.unit();
a = h.crossProduct( u ).unit();
b = c.crossProduct( a ).unit();
c = h.normalized();
a = h.cross( u ).normalized();
b = c.cross( a ).normalized();
m[0] = a.x;
m[1] = b.x;
@ -92,10 +73,6 @@ namespace BlueCore
m[8] = c.z;
}
/**
* contructor from euler angles
*/
inline Matrix3x3Template(T a, T e, T t)
{
T ch = cos(a);
@ -118,24 +95,15 @@ namespace BlueCore
m[8] = -sh*sa*sb + ch*cb;
}
/**
* contructor from quaternion
*/
template <class S>
inline Matrix3x3Template( const QuaternionTemplate<S> &q )
template<class S> inline Matrix3x3Template(const QuaternionTemplate<S> &q)
{
T xx = static_cast<T>(q.x*q.x),
xy = static_cast<T>(q.x*q.y),
xz = static_cast<T>(q.x*q.z),
xw = static_cast<T>(q.x*q.w),
T xx = static_cast<T>(q.x*q.x), xy = static_cast<T>(q.x*q.y), xz =
static_cast<T>(q.x*q.z), xw = static_cast<T>(q.x*q.w),
yy = static_cast<T>(q.y*q.y),
yz = static_cast<T>(q.y*q.z),
yw = static_cast<T>(q.y*q.w),
yy = static_cast<T>(q.y*q.y), yz = static_cast<T>(q.y*q.z), yw =
static_cast<T>(q.y*q.w),
zz = static_cast<T>(q.z*q.z),
zw = static_cast<T>(q.z*q.w);
zz = static_cast<T>(q.z*q.z), zw = static_cast<T>(q.z*q.w);
m[0] = 1 - yy - yy - zz - zz;
m[1] = xy + xy + zw + zw;
@ -150,10 +118,13 @@ namespace BlueCore
m[8] = 1 - xx - xx - yy - yy;
}
void set(size_t i, Vector3Template<T>& v)
{
m[i] = v.x;
m[i+3] = v.y;
m[i+6] = v.z;
}
/**
* set matrix to identity matrix
*/
inline void identity()
{
m[0] = static_cast<T>(1);
@ -169,25 +140,23 @@ namespace BlueCore
m[8] = static_cast<T>(1);
}
/**
* get transposed matrix
*/
inline Matrix3x3Template<T> transposed() const
{
Matrix3x3Template<T> a;
a.m[0] = m[0]; a.m[3] = m[1]; a.m[6] = m[2];
a.m[1] = m[3]; a.m[4] = m[4]; a.m[7] = m[5];
a.m[2] = m[6]; a.m[5] = m[7]; a.m[8] = m[8];
a.m[0] = m[0];
a.m[3] = m[1];
a.m[6] = m[2];
a.m[1] = m[3];
a.m[4] = m[4];
a.m[7] = m[5];
a.m[2] = m[6];
a.m[5] = m[7];
a.m[8] = m[8];
return a;
}
/**
* transpose
*/
inline void transpose()
{
swap(m[3], m[1]);
@ -195,14 +164,10 @@ namespace BlueCore
swap(m[7], m[5]);
}
/**
* determinate
*/
inline T determinant() const
{
return ( m[0]*m[4]*m[8] + m[1]*m[5]*m[6] + m[2]*m[3]*m[7] )
- ( m[6]*m[4]*m[2] + m[7]*m[5]*m[0] + m[8]*m[3]*m[1] );
return (m[0]*m[4]*m[8] + m[1]*m[5]*m[6] + m[2]*m[3]*m[7] ) - (m[6]*m[4]
*m[2] + m[7]*m[5]*m[0] + m[8]*m[3]*m[1] );
}
inline Matrix3x3Template<T> inverted()
@ -224,12 +189,7 @@ namespace BlueCore
return result;
}
/**
* add/assign operator
*/
template <class S>
inline Matrix3x3Template<T> &operator += (
template<class S> inline Matrix3x3Template<T> &operator +=(
const Matrix3x3Template<S> &a)
{
m[0] += static_cast<T>(a.m[0]);
@ -247,80 +207,51 @@ namespace BlueCore
return *this;
}
/**
* matrix multiplication
*/
template <class S>
inline Matrix3x3Template<T> operator * ( const Matrix3x3Template<S> &a )
template<class S> inline Matrix3x3Template<T> operator *(
const Matrix3x3Template<S> &a)
{
Matrix3x3Template<T> result;
result.m[0] = m[0] * static_cast<T>(a.m[0])
+ m[3] * static_cast<T>(a.m[1])
+ m[6] * static_cast<T>(a.m[2]);
result.m[0] = m[0] * static_cast<T>(a.m[0]) + m[3]
* static_cast<T>(a.m[1]) + m[6] * static_cast<T>(a.m[2]);
result.m[1] = m[1] * static_cast<T>(a.m[0])
+ m[4] * static_cast<T>(a.m[1])
+ m[7] * static_cast<T>(a.m[2]);
result.m[1] = m[1] * static_cast<T>(a.m[0]) + m[4]
* static_cast<T>(a.m[1]) + m[7] * static_cast<T>(a.m[2]);
result.m[2] = m[2] * static_cast<T>(a.m[0])
+ m[5] * static_cast<T>(a.m[1])
+ m[8] * static_cast<T>(a.m[2]);
result.m[2] = m[2] * static_cast<T>(a.m[0]) + m[5]
* static_cast<T>(a.m[1]) + m[8] * static_cast<T>(a.m[2]);
result.m[3] = m[0] * static_cast<T>(a.m[3]) + m[3]
* static_cast<T>(a.m[4]) + m[6] * static_cast<T>(a.m[5]);
result.m[3] = m[0] * static_cast<T>(a.m[3])
+ m[3] * static_cast<T>(a.m[4])
+ m[6] * static_cast<T>(a.m[5]);
result.m[4] = m[1] * static_cast<T>(a.m[3]) + m[4]
* static_cast<T>(a.m[4]) + m[7] * static_cast<T>(a.m[5]);
result.m[4] = m[1] * static_cast<T>(a.m[3])
+ m[4] * static_cast<T>(a.m[4])
+ m[7] * static_cast<T>(a.m[5]);
result.m[5] = m[2] * static_cast<T>(a.m[3]) + m[5]
* static_cast<T>(a.m[4]) + m[8] * static_cast<T>(a.m[5]);
result.m[5] = m[2] * static_cast<T>(a.m[3])
+ m[5] * static_cast<T>(a.m[4])
+ m[8] * static_cast<T>(a.m[5]);
result.m[6] = m[0] * static_cast<T>(a.m[6]) + m[3]
* static_cast<T>(a.m[7]) + m[6] * static_cast<T>(a.m[8]);
result.m[7] = m[1] * static_cast<T>(a.m[6]) + m[4]
* static_cast<T>(a.m[7]) + m[7] * static_cast<T>(a.m[8]);
result.m[6] = m[0] * static_cast<T>(a.m[6])
+ m[3] * static_cast<T>(a.m[7])
+ m[6] * static_cast<T>(a.m[8]);
result.m[7] = m[1] * static_cast<T>(a.m[6])
+ m[4] * static_cast<T>(a.m[7])
+ m[7] * static_cast<T>(a.m[8]);
result.m[8] = m[2] * static_cast<T>(a.m[6])
+ m[5] * static_cast<T>(a.m[7])
+ m[8] * static_cast<T>(a.m[8]);
result.m[8] = m[2] * static_cast<T>(a.m[6]) + m[5]
* static_cast<T>(a.m[7]) + m[8] * static_cast<T>(a.m[8]);
return result;
}
/**
* matrix vector multiplication
*/
template <class S>
Vector3Template<T> operator * ( const Vector3Template<S>& a )
template<class S> Vector3Template<T> operator *(const Vector3Template<S>& a)
{
return Vector3Template<T>(
m[0] * static_cast<T>(a.x)
+ m[3] * static_cast<T>(a.y)
+ m[6] * static_cast<T>(a.z),
m[1] * static_cast<T>(a.x)
+ m[4] * static_cast<T>(a.y)
+ m[7] * static_cast<T>(a.z),
m[2] * static_cast<T>(a.x)
+ m[5] * static_cast<T>(a.y)
+ m[8] * static_cast<T>(a.z) );
return Vector3Template<T>(m[0] * static_cast<T>(a.x) + m[3]
* static_cast<T>(a.y) + m[6] * static_cast<T>(a.z), m[1]
* static_cast<T>(a.x) + m[4] * static_cast<T>(a.y) + m[7]
* static_cast<T>(a.z), m[2] * static_cast<T>(a.x) + m[5]
* static_cast<T>(a.y) + m[8] * static_cast<T>(a.z) );
}
/**
* matrix scalar multiplication
*/
template <class S>
Matrix3x3Template<T> operator * ( const S a )
template<class S> Matrix3x3Template<T> operator *(const S a)
{
Matrix3x3Template<T> result;
@ -339,30 +270,72 @@ namespace BlueCore
friend std::ostream &operator <<(std::ostream& os, Matrix3x3Template<T> m)
{
os << "( " << m.m[0] << ", " << m.m[1] << ", " << m.m[2] << " )" << std::endl;
os << "( " << m.m[3] << ", " << m.m[4] << ", " << m.m[5] << " )" << std::endl;
os << "( " << m.m[6] << ", " << m.m[7] << ", " << m.m[8] << " )" << std::endl;
os << "( " << m.m[0] << ", " << m.m[1] << ", " << m.m[2] << " )"
<< std::endl;
os << "( " << m.m[3] << ", " << m.m[4] << ", " << m.m[5] << " )"
<< std::endl;
os << "( " << m.m[6] << ", " << m.m[7] << ", " << m.m[8] << " )"
<< std::endl;
return os;
}
QuaternionTemplate<T> toQuaternion() const
{
// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
// article "Quaternion Calculus and Fast Animation".
T fTrace = m[0]+m[4]+m[8];
T fRoot;
QuaternionTemplate<T> q;
if (fTrace > 0.0)
{
// |w| > 1/2, may as well choose w > 1/2
fRoot = std::sqrt(fTrace + 1.0); // 2w
q.w = 0.5*fRoot;
fRoot = 0.5/fRoot; // 1/(4w)
q.x = (m[7]-m[5])*fRoot;
q.y = (m[2]-m[6])*fRoot;
q.z = (m[3]-m[1])*fRoot;
}
else
{
// |w| <= 1/2
static size_t s_iNext[3] =
{ 1, 2, 0 };
size_t i = 0;
if (m[4] > m[0])
i = 1;
if (m[8] > m[i*3+i])
i = 2;
size_t j = s_iNext[i];
size_t k = s_iNext[j];
fRoot = std::sqrt(m[i*3+i]-m[j*3+j]-m[k*k+1] + 1.0);
T* apkQuat[3] =
{ &q.x, &q.y, &q.z };
*apkQuat[i] = 0.5*fRoot;
fRoot = 0.5/fRoot;
q.w = (m[k*3+j]-m[j*3+k])*fRoot;
*apkQuat[j] = (m[j*3+i]+m[i*3+j])*fRoot;
*apkQuat[k] = (m[k*3+i]+m[i*3+k])*fRoot;
}
return q;
}
};
typedef Matrix3x3Template<float> Matrix3x3Float;
typedef Matrix3x3Template<double> Matrix3x3Double;
typedef Matrix3x3Template<Scalar> Matrix3x3;
template <class T>
class Matrix4x4Template
template<class T> class Matrix4x4Template
{
public:
T m[16];
/**
* default constructor
*/
inline Matrix4x4Template()
{
identity();
@ -391,21 +364,26 @@ namespace BlueCore
m[15] = static_cast<T>(1);
}
/**
* constructor from array
*/
inline Matrix4x4Template(const T a[16])
{
m[0] = a[0]; m[1] = a[1]; m[2] = a[2]; m[3] = a[3];
m[4] = a[4]; m[5] = a[5]; m[6] = a[6]; m[7] = a[7];
m[8] = a[8]; m[9] = a[9]; m[10] = a[10]; m[11] = a[11];
m[12] = a[12]; m[13] = a[13]; m[14] = a[14]; m[15] = a[15];
m[0] = a[0];
m[1] = a[1];
m[2] = a[2];
m[3] = a[3];
m[4] = a[4];
m[5] = a[5];
m[6] = a[6];
m[7] = a[7];
m[8] = a[8];
m[9] = a[9];
m[10] = a[10];
m[11] = a[11];
m[12] = a[12];
m[13] = a[13];
m[14] = a[14];
m[15] = a[15];
}
/**
* constructor from 3x3 matrix, add. element are set to zero
*/
inline Matrix4x4Template(const Matrix3x3Template<T> &a)
{
m[0] = a[0];
@ -429,11 +407,7 @@ namespace BlueCore
m[15] = static_cast<T>(1);
}
/**
* constructor from 3x3 rotation matrix and translation vector
*/
inline Matrix4x4Template(
const Matrix3x3Template<T> &a,
inline Matrix4x4Template(const Matrix3x3Template<T> &a,
const Vector3Template<T> &b)
{
m[0] = a[0];
@ -457,10 +431,6 @@ namespace BlueCore
m[15] = static_cast<T>(1);
}
/**
* copy constructor
*/
inline Matrix4x4Template(const Matrix4x4Template<T> &a)
{
m[0] = a.m[0];
@ -484,10 +454,6 @@ namespace BlueCore
m[15] = a.m[15];
}
/**
* constructor from quaternion
*/
inline Matrix4x4Template(const QuaternionTemplate<T> &q)
{
m[0] = 1 - 2*q.y*q.y - 2*q.z*q.z;
@ -511,12 +477,7 @@ namespace BlueCore
m[15] = static_cast<T>(1);
}
/**
* constructor from quaternion and translation vector
*/
inline Matrix4x4Template(
const QuaternionTemplate<T> &q,
inline Matrix4x4Template(const QuaternionTemplate<T> &q,
const Vector3Template<T> &a)
{
m[0] = 1 - 2*q.y*q.y - 2*q.z*q.z;
@ -540,14 +501,8 @@ namespace BlueCore
m[15] = static_cast<T>(1);
}
/**
* constructor from heading, up and translation vectors
*/
inline Matrix4x4Template(
const Vector3Template<T> &h,
const Vector3Template<T> &u,
const Vector3Template<T> &t )
inline Matrix4x4Template(const Vector3Template<T> &h,
const Vector3Template<T> &u, const Vector3Template<T> &t)
{
Vector3Template<T> a, b, c;
c = h.unit();
@ -575,15 +530,7 @@ namespace BlueCore
m[15] = static_cast<T>(1);
}
/**
* contructor from euler angles
*/
inline Matrix4x4Template(
T a,
T e,
T t,
const Vector3Template<T> &tr )
inline Matrix4x4Template(T a, T e, T t, const Vector3Template<T> &tr)
{
T ch = cos(a);
T sh = sin(a);
@ -602,7 +549,6 @@ namespace BlueCore
m[6] = -ca*sb;
m[7] = static_cast<T>(0);
m[8] = -sh*ca;
m[9] = sh*sa*cb + ch*sb;
m[10] = -sh*sa*sb + ch*cb;
@ -614,10 +560,6 @@ namespace BlueCore
m[15] = static_cast<T>(1);
}
/**
* transpose this matrix
*/
inline void transpose()
{
std::swap(m[4], m[1]);
@ -629,217 +571,102 @@ namespace BlueCore
std::swap(m[14], m[11]);
}
/**
* get transposed matrix
*/
inline Matrix4x4Template<T> transposed()
{
Matrix4x4Template<T> a;
a.m[0] = m[0]; a.m[4] = m[1]; a.m[8] = m[2]; a.m[12] = m[3];
a.m[1] = m[4]; a.m[5] = m[5]; a.m[9] = m[6]; a.m[13] = m[7];
a.m[2] = m[8]; a.m[6] = m[9]; a.m[10] = m[10]; a.m[14] = m[11];
a.m[3] = m[12]; a.m[7] = m[13]; a.m[11] = m[14]; a.m[15] = m[15];
a.m[0] = m[0];
a.m[4] = m[1];
a.m[8] = m[2];
a.m[12] = m[3];
a.m[1] = m[4];
a.m[5] = m[5];
a.m[9] = m[6];
a.m[13] = m[7];
a.m[2] = m[8];
a.m[6] = m[9];
a.m[10] = m[10];
a.m[14] = m[11];
a.m[3] = m[12];
a.m[7] = m[13];
a.m[11] = m[14];
a.m[15] = m[15];
return a;
}
/**
* matrix multiplication
*/
template <class S>
inline Matrix4x4Template<T> operator * ( const Matrix4x4Template<S> &a )
template<class S> inline Matrix4x4Template<T> operator *(
const Matrix4x4Template<S> &a)
{
Matrix4x4Template<T> result;
result.m[0] = m[0] * static_cast<T>(a.m[0])
+ m[4] * static_cast<T>(a.m[1])
+ m[8] * static_cast<T>(a.m[2])
result.m[0] = m[0] * static_cast<T>(a.m[0]) + m[4]
* static_cast<T>(a.m[1]) + m[8] * static_cast<T>(a.m[2])
+ m[12] * static_cast<T>(a.m[3]);
result.m[1] = m[1] * static_cast<T>(a.m[0])
+ m[5] * static_cast<T>(a.m[1])
+ m[9] * static_cast<T>(a.m[2])
result.m[1] = m[1] * static_cast<T>(a.m[0]) + m[5]
* static_cast<T>(a.m[1]) + m[9] * static_cast<T>(a.m[2])
+ m[13] * static_cast<T>(a.m[3]);
result.m[2] = m[2] * static_cast<T>(a.m[0])
+ m[6] * static_cast<T>(a.m[1])
+ m[10] * static_cast<T>(a.m[2])
result.m[2] = m[2] * static_cast<T>(a.m[0]) + m[6]
* static_cast<T>(a.m[1]) + m[10] * static_cast<T>(a.m[2])
+ m[14] * static_cast<T>(a.m[3]);
result.m[3] = m[3] * static_cast<T>(a.m[0])
+ m[7] * static_cast<T>(a.m[1])
+ m[11] * static_cast<T>(a.m[2])
result.m[3] = m[3] * static_cast<T>(a.m[0]) + m[7]
* static_cast<T>(a.m[1]) + m[11] * static_cast<T>(a.m[2])
+ m[15] * static_cast<T>(a.m[3]);
result.m[4] = m[0] * static_cast<T>(a.m[4])
+ m[4] * static_cast<T>(a.m[5])
+ m[8] * static_cast<T>(a.m[6])
result.m[4] = m[0] * static_cast<T>(a.m[4]) + m[4]
* static_cast<T>(a.m[5]) + m[8] * static_cast<T>(a.m[6])
+ m[12] * static_cast<T>(a.m[7]);
result.m[5] = m[1] * static_cast<T>(a.m[4])
+ m[5] * static_cast<T>(a.m[5])
+ m[9] * static_cast<T>(a.m[6])
result.m[5] = m[1] * static_cast<T>(a.m[4]) + m[5]
* static_cast<T>(a.m[5]) + m[9] * static_cast<T>(a.m[6])
+ m[13] * static_cast<T>(a.m[7]);
result.m[6] = m[2] * static_cast<T>(a.m[4])
+ m[6] * static_cast<T>(a.m[5])
+ m[10] * static_cast<T>(a.m[6])
result.m[6] = m[2] * static_cast<T>(a.m[4]) + m[6]
* static_cast<T>(a.m[5]) + m[10] * static_cast<T>(a.m[6])
+ m[14] * static_cast<T>(a.m[7]);
result.m[7] = m[3] * static_cast<T>(a.m[4])
+ m[7] * static_cast<T>(a.m[5])
+ m[11] * static_cast<T>(a.m[6])
result.m[7] = m[3] * static_cast<T>(a.m[4]) + m[7]
* static_cast<T>(a.m[5]) + m[11] * static_cast<T>(a.m[6])
+ m[15] * static_cast<T>(a.m[7]);
result.m[8] = m[0] * static_cast<T>(a.m[8])
+ m[4] * static_cast<T>(a.m[9])
+ m[8] * static_cast<T>(a.m[10])
result.m[8] = m[0] * static_cast<T>(a.m[8]) + m[4]
* static_cast<T>(a.m[9]) + m[8] * static_cast<T>(a.m[10])
+ m[12] * static_cast<T>(a.m[11]);
result.m[9] = m[1] * static_cast<T>(a.m[8])
+ m[5] * static_cast<T>(a.m[9])
+ m[9] * static_cast<T>(a.m[10])
result.m[9] = m[1] * static_cast<T>(a.m[8]) + m[5]
* static_cast<T>(a.m[9]) + m[9] * static_cast<T>(a.m[10])
+ m[13] * static_cast<T>(a.m[11]);
result.m[10] = m[2] * static_cast<T>(a.m[8])
+ m[6] * static_cast<T>(a.m[9])
+ m[10] * static_cast<T>(a.m[10])
result.m[10] = m[2] * static_cast<T>(a.m[8]) + m[6]
* static_cast<T>(a.m[9]) + m[10] * static_cast<T>(a.m[10])
+ m[14] * static_cast<T>(a.m[11]);
result.m[11] = m[3] * static_cast<T>(a.m[8])
+ m[7] * static_cast<T>(a.m[9])
+ m[11] * static_cast<T>(a.m[10])
result.m[11] = m[3] * static_cast<T>(a.m[8]) + m[7]
* static_cast<T>(a.m[9]) + m[11] * static_cast<T>(a.m[10])
+ m[15] * static_cast<T>(a.m[11]);
result.m[12] = m[0] * static_cast<T>(a.m[12])
+ m[4] * static_cast<T>(a.m[13])
+ m[8] * static_cast<T>(a.m[14])
result.m[12] = m[0] * static_cast<T>(a.m[12]) + m[4]
* static_cast<T>(a.m[13]) + m[8] * static_cast<T>(a.m[14])
+ m[12] * static_cast<T>(a.m[15]);
result.m[13] = m[1] * static_cast<T>(a.m[12])
+ m[5] * static_cast<T>(a.m[13])
+ m[9] * static_cast<T>(a.m[14])
result.m[13] = m[1] * static_cast<T>(a.m[12]) + m[5]
* static_cast<T>(a.m[13]) + m[9] * static_cast<T>(a.m[14])
+ m[13] * static_cast<T>(a.m[15]);
result.m[14] = m[2] * static_cast<T>(a.m[12])
+ m[6] * static_cast<T>(a.m[13])
+ m[10] * static_cast<T>(a.m[14])
result.m[14] = m[2] * static_cast<T>(a.m[12]) + m[6]
* static_cast<T>(a.m[13]) + m[10] * static_cast<T>(a.m[14])
+ m[14] * static_cast<T>(a.m[15]);
result.m[15] = m[3] * static_cast<T>(a.m[12])
+ m[7] * static_cast<T>(a.m[13])
+ m[11] * static_cast<T>(a.m[14])
result.m[15] = m[3] * static_cast<T>(a.m[12]) + m[7]
* static_cast<T>(a.m[13]) + m[11] * static_cast<T>(a.m[14])
+ m[15] * static_cast<T>(a.m[15]);
return result;
}
/**
* matrix multiplication
*/
/*
template <class S>
inline Matrix4x4Template<T> operator *= ( const Matrix4x4Template<S> &a )
{
Matrix4x4Template<T> result;
result.m[0] = m[0] * static_cast<T>(a.m[0])
+ m[4] * static_cast<T>(a.m[1])
+ m[8] * static_cast<T>(a.m[2]);
+ m[12] * static_cast<T>(a.m[3]);
result.m[1] = m[1] * static_cast<T>(a.m[0])
+ m[5] * static_cast<T>(a.m[1])
+ m[9] * static_cast<T>(a.m[2]);
+ m[13] * static_cast<T>(a.m[3]);
result.m[2] = m[2] * static_cast<T>(a.m[0])
+ m[6] * static_cast<T>(a.m[1])
+ m[10] * static_cast<T>(a.m[2]);
+ m[14] * static_cast<T>(a.m[3]);
result.m[3] = m[3] * static_cast<T>(a.m[0])
+ m[7] * static_cast<T>(a.m[1])
+ m[11] * static_cast<T>(a.m[2]);
+ m[15] * static_cast<T>(a.m[3]);
result.m[4] = m[0] * static_cast<T>(a.m[4])
+ m[4] * static_cast<T>(a.m[5])
+ m[8] * static_cast<T>(a.m[6]);
+ m[12] * static_cast<T>(a.m[7]);
result.m[5] = m[1] * static_cast<T>(a.m[4])
+ m[5] * static_cast<T>(a.m[5])
+ m[9] * static_cast<T>(a.m[6]);
+ m[13] * static_cast<T>(a.m[7]);
result.m[6] = m[2] * static_cast<T>(a.m[4])
+ m[6] * static_cast<T>(a.m[5])
+ m[10] * static_cast<T>(a.m[6]);
+ m[14] * static_cast<T>(a.m[7]);
result.m[7] = m[3] * static_cast<T>(a.m[4])
+ m[7] * static_cast<T>(a.m[5])
+ m[11] * static_cast<T>(a.m[6]);
+ m[15] * static_cast<T>(a.m[7]);
result.m[8] = m[0] * static_cast<T>(a.m[8])
+ m[4] * static_cast<T>(a.m[9])
+ m[8] * static_cast<T>(a.m[10]);
+ m[12] * static_cast<T>(a.m[11]);
result.m[9] = m[1] * static_cast<T>(a.m[8])
+ m[5] * static_cast<T>(a.m[9])
+ m[9] * static_cast<T>(a.m[10]);
+ m[13] * static_cast<T>(a.m[11]);
result.m[10] = m[2] * static_cast<T>(a.m[8])
+ m[6] * static_cast<T>(a.m[9])
+ m[10] * static_cast<T>(a.m[10]);
+ m[14] * static_cast<T>(a.m[11]);
result.m[11] = m[3] * static_cast<T>(a.m[8])
+ m[7] * static_cast<T>(a.m[9])
+ m[11] * static_cast<T>(a.m[10]);
+ m[15] * static_cast<T>(a.m[11]);
result.m[12] = m[0] * static_cast<T>(a.m[12])
+ m[4] * static_cast<T>(a.m[13])
+ m[8] * static_cast<T>(a.m[14]);
+ m[12] * static_cast<T>(a.m[15]);
result.m[13] = m[1] * static_cast<T>(a.m[12])
+ m[5] * static_cast<T>(a.m[13])
+ m[9] * static_cast<T>(a.m[14]);
+ m[13] * static_cast<T>(a.m[15]);
result.m[14] = m[2] * static_cast<T>(a.m[12])
+ m[6] * static_cast<T>(a.m[13])
+ m[10] * static_cast<T>(a.m[14]);
+ m[14] * static_cast<T>(a.m[15]);
result.m[15] = m[3] * static_cast<T>(a.m[12])
+ m[7] * static_cast<T>(a.m[13])
+ m[11] * static_cast<T>(a.m[14]);
+ m[15] * static_cast<T>(a.m[15]);
m = result.m;
return *this;
}
*/
/**
* matrix vector multiplication
*/
Vector3Template<T> operator *(const Vector3Template<T> &a)
{
Vector3Template<T> result;

View File

@ -5,16 +5,11 @@
namespace BlueCore
{
template <class T>
class QuaternionTemplate
template<class T> class QuaternionTemplate
{
public:
T w, x, y, z;
/**
* constructor
*/
inline QuaternionTemplate()
{
w = static_cast<T>(1.0);
@ -23,12 +18,7 @@ namespace BlueCore
z = static_cast<T>(0.0);
}
/**
* contructor
*/
template <class S>
inline QuaternionTemplate( S w, S x, S y, S z )
template<class S> inline QuaternionTemplate(S w, S x, S y, S z)
{
this->w = static_cast<T>(w);
this->x = static_cast<T>(x);
@ -36,12 +26,7 @@ namespace BlueCore
this->z = static_cast<T>(z);
}
/**
* contructor
*/
template <class S>
inline QuaternionTemplate( Vector3Template<S> axis, S angle )
template<class S> inline QuaternionTemplate(Vector3Template<S> axis, S angle)
{
T half_angle = static_cast<T>(angle)/static_cast<T>(2.0);
T sin_half_angle = static_cast<T>(sin(half_angle) );
@ -52,12 +37,7 @@ namespace BlueCore
z = sin_half_angle * static_cast<T>(axis.z);
}
/**
* contructor
*/
template <class S>
inline QuaternionTemplate( S h, S a, S b )
template<class S> inline QuaternionTemplate(S h, S a, S b)
{
T c1 = static_cast<T>(cos(h / 2.0) );
T c2 = static_cast<T>(cos(a / 2.0) );
@ -72,10 +52,6 @@ namespace BlueCore
z = c1 * s2 * c3 - s1 * c2 * s3;
}
/**
* identity
*/
inline void identity()
{
w = static_cast<T>(1.0);
@ -84,27 +60,15 @@ namespace BlueCore
z = static_cast<T>(0.0);
}
/**
* operator +
*/
template <class S>
inline QuaternionTemplate<T> operator + (
template<class S> inline QuaternionTemplate<T> operator +(
const QuaternionTemplate<S> &a) const
{
return QuaternionTemplate<T>(
w + static_cast<T>(a.w),
x + static_cast<T>(a.x),
y + static_cast<T>(a.y),
z + static_cast<T>(a.z) );
return QuaternionTemplate<T>(w + static_cast<T>(a.w), x
+ static_cast<T>(a.x), y + static_cast<T>(a.y), z
+ static_cast<T>(a.z) );
}
/**
* operator +=
*/
template <class S>
inline QuaternionTemplate<T> &operator += (
template<class S> inline QuaternionTemplate<T> &operator +=(
const QuaternionTemplate<S> &a)
{
w += static_cast<T>(a.w);
@ -115,74 +79,44 @@ namespace BlueCore
return *this;
}
/**
* operator -
*/
template <class S>
inline QuaternionTemplate<T> operator - (
template<class S> inline QuaternionTemplate<T> operator -(
const QuaternionTemplate<S> &a) const
{
return QuaternionTemplate<T>(
w - static_cast<T>(a.w),
x - static_cast<T>(a.x),
y - static_cast<T>(a.y),
z - static_cast<T>(a.z) );
return QuaternionTemplate<T>(w - static_cast<T>(a.w), x
- static_cast<T>(a.x), y - static_cast<T>(a.y), z
- static_cast<T>(a.z) );
}
/**
* operator *
*/
template <class S>
inline QuaternionTemplate<T> operator * (
template<class S> inline QuaternionTemplate<T> operator *(
const QuaternionTemplate<S> &a) const
{
return QuaternionTemplate<T>(
w * static_cast<T>(a.w) -
x * static_cast<T>(a.x) -
y * static_cast<T>(a.y) -
z * static_cast<T>(a.z),
w * static_cast<T>(a.x) +
x * static_cast<T>(a.w) +
y * static_cast<T>(a.z) -
z * static_cast<T>(a.y),
w * static_cast<T>(a.y) -
x * static_cast<T>(a.z) +
y * static_cast<T>(a.w) +
z * static_cast<T>(a.x),
w * static_cast<T>(a.z) +
x * static_cast<T>(a.y) -
y * static_cast<T>(a.x) +
z * static_cast<T>(a.w) );
return QuaternionTemplate<T>(w * static_cast<T>(a.w) - x
* static_cast<T>(a.x) - y * static_cast<T>(a.y) - z
* static_cast<T>(a.z), w * static_cast<T>(a.x) + x
* static_cast<T>(a.w) + y * static_cast<T>(a.z) - z
* static_cast<T>(a.y), w * static_cast<T>(a.y) - x
* static_cast<T>(a.z) + y * static_cast<T>(a.w) + z
* static_cast<T>(a.x), w * static_cast<T>(a.z) + x
* static_cast<T>(a.y) - y * static_cast<T>(a.x) + z
* static_cast<T>(a.w) );
}
/**
* operator *=
*/
template <class S>
inline QuaternionTemplate<T> &operator *=(
template<class S> inline QuaternionTemplate<T> &operator *=(
const QuaternionTemplate<S> &a)
{
w = w * static_cast<T>(a.w) - x * static_cast<T>(a.x) -
y * static_cast<T>(a.y) - z * static_cast<T>(a.z);
x = w * static_cast<T>(a.x) + x * static_cast<T>(a.w) +
y * static_cast<T>(a.z) - z * static_cast<T>(a.y);
y = w * static_cast<T>(a.y) - x * static_cast<T>(a.z) +
y * static_cast<T>(a.w) + z * static_cast<T>(a.x);
z = w * static_cast<T>(a.z) + x * static_cast<T>(a.y) -
y * static_cast<T>(a.x) + z * static_cast<T>(a.w);
w = w * static_cast<T>(a.w) - x * static_cast<T>(a.x) - y
* static_cast<T>(a.y) - z * static_cast<T>(a.z);
x = w * static_cast<T>(a.x) + x * static_cast<T>(a.w) + y
* static_cast<T>(a.z) - z * static_cast<T>(a.y);
y = w * static_cast<T>(a.y) - x * static_cast<T>(a.z) + y
* static_cast<T>(a.w) + z * static_cast<T>(a.x);
z = w * static_cast<T>(a.z) + x * static_cast<T>(a.y) - y
* static_cast<T>(a.x) + z * static_cast<T>(a.w);
return *this;
}
/**
* operator -=
*/
template <class S>
inline QuaternionTemplate<T> &operator -= (
template<class S> inline QuaternionTemplate<T> &operator -=(
const QuaternionTemplate<S> &a)
{
w -= static_cast<T>(a.w);
@ -193,12 +127,7 @@ namespace BlueCore
return *this;
}
/**
* operator =
*/
template <class S>
inline QuaternionTemplate<T> &operator = (
template<class S> inline QuaternionTemplate<T> &operator =(
const QuaternionTemplate<S> &a)
{
w = static_cast<T>(a.w);
@ -209,28 +138,17 @@ namespace BlueCore
return *this;
}
/**
* unit
*/
inline QuaternionTemplate<T> unit() const
{
T d = 1/sqrt(w*w + x*x + y*y + z*z);
return QuaternionTemplate<T>(w * d, x * d, y * d, z * d);
}
/**
* inversed
*/
inline QuaternionTemplate<T> inversed() const
{
return QuaternionTemplate<T>(w, -x, -y, -z);
}
/**
* inversed
*/
inline void inverse()
{
x = -x;
@ -238,10 +156,6 @@ namespace BlueCore
z = -z;
}
/**
* normalize
*/
inline QuaternionTemplate<T> &normalize()
{
T d = 1/sqrt(w*w + x*x + y*y + z*z);
@ -253,106 +167,64 @@ namespace BlueCore
return *this;
}
/**
* apply
*/
template <class S>
inline const Vector3Template<T> apply(
template<class S> inline const Vector3Template<T> apply(
const Vector3Template<S> &a) const
{
T xx = x*x, xy = x*y, xz = x*z, xw = x*w,
yy = y*y, yz = y*z, yw = y*w,
T xx = x*x, xy = x*y, xz = x*z, xw = x*w, yy = y*y, yz = y*z, yw = y*w,
zz = z*z, zw = z*w;
return Vector3Template<T>(
2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy - zz ) +
static_cast<T>(a.y) * ( xy - zw ) +
static_cast<T>(a.z) * ( xz + yw ) ),
return Vector3Template<T>( 2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy
- zz ) + static_cast<T>(a.y) * (xy - zw ) + static_cast<T>(a.z)
* (xz + yw ) ),
2.0 * ( static_cast<T>(a.x) * ( xy + zw ) +
static_cast<T>(a.y) * ( 0.5 - xx - zz ) +
static_cast<T>(a.z) * ( yz - xw ) ),
2.0 * ( static_cast<T>(a.x) * (xy + zw ) + static_cast<T>(a.y) * ( 0.5
- xx - zz ) + static_cast<T>(a.z) * (yz - xw ) ),
2.0 * ( static_cast<T>(a.x) * ( xz - yw ) +
static_cast<T>(a.y) * ( yz + xw ) +
static_cast<T>(a.z) * ( 0.5 - xx - yy ) ) );
2.0 * ( static_cast<T>(a.x) * (xz - yw ) + static_cast<T>(a.y) * (yz
+ xw ) + static_cast<T>(a.z) * ( 0.5 - xx - yy ) ));
}
/**
* apply
*/
template <class S>
inline const Vector3Template<T> operator * (
template<class S> inline const Vector3Template<T> operator *(
const Vector3Template<S> &a) const
{
T xx = x*x, xy = x*y, xz = x*z, xw = x*w,
yy = y*y, yz = y*z, yw = y*w,
T xx = x*x, xy = x*y, xz = x*z, xw = x*w, yy = y*y, yz = y*z, yw = y*w,
zz = z*z, zw = z*w;
return Vector3Template<T>(
2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy - zz ) +
static_cast<T>(a.y) * ( xy - zw ) +
static_cast<T>(a.z) * ( xz + yw ) ),
return Vector3Template<T>( 2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy
- zz ) + static_cast<T>(a.y) * (xy - zw ) + static_cast<T>(a.z)
* (xz + yw ) ),
2.0 * ( static_cast<T>(a.x) * ( xy + zw ) +
static_cast<T>(a.y) * ( 0.5 - xx - zz ) +
static_cast<T>(a.z) * ( yz - xw ) ),
2.0 * ( static_cast<T>(a.x) * (xy + zw ) + static_cast<T>(a.y) * ( 0.5
- xx - zz ) + static_cast<T>(a.z) * (yz - xw ) ),
2.0 * ( static_cast<T>(a.x) * ( xz - yw ) +
static_cast<T>(a.y) * ( yz + xw ) +
static_cast<T>(a.z) * ( 0.5 - xx - yy ) ) );
2.0 * ( static_cast<T>(a.x) * (xz - yw ) + static_cast<T>(a.y) * (yz
+ xw ) + static_cast<T>(a.z) * ( 0.5 - xx - yy ) ));
}
/**
* applyInversed
*/
template <class S>
inline Vector3Template<T> applyInversed(
template<class S> inline Vector3Template<T> applyInversed(
const Vector3Template<S> &a) const
{
T xx = x*x, xy = x*y, xz = x*z, xw = -x*w,
yy = y*y, yz = y*z, yw = -y*w,
zz = z*z, zw = -z*w;
T xx = x*x, xy = x*y, xz = x*z, xw = -x*w, yy = y*y, yz = y*z, yw = -y
*w, zz = z*z, zw = -z*w;
return Vector3Template<T>(
2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy - zz ) +
static_cast<T>(a.y) * ( xy - zw ) +
static_cast<T>(a.z) * ( xz + yw ) ),
return Vector3Template<T>( 2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy
- zz ) + static_cast<T>(a.y) * (xy - zw ) + static_cast<T>(a.z)
* (xz + yw ) ),
2.0 * ( static_cast<T>(a.x) * ( xy + zw ) +
static_cast<T>(a.y) * ( 0.5 - xx - zz ) +
static_cast<T>(a.z) * ( yz - xw ) ),
2.0 * ( static_cast<T>(a.x) * (xy + zw ) + static_cast<T>(a.y) * ( 0.5
- xx - zz ) + static_cast<T>(a.z) * (yz - xw ) ),
2.0 * ( static_cast<T>(a.x) * ( xz - yw ) +
static_cast<T>(a.y) * ( yz + xw ) +
static_cast<T>(a.z) * ( 0.5 - xx - yy ) ) );
2.0 * ( static_cast<T>(a.x) * (xz - yw ) + static_cast<T>(a.y) * (yz
+ xw ) + static_cast<T>(a.z) * ( 0.5 - xx - yy ) ));
}
/**
* transform from ode to gl coodinates
*/
inline QuaternionTemplate<T> toGl() const
inline QuaternionTemplate<T> slerp(const QuaternionTemplate<T> &q,
const Scalar &t)
{
return QuaternionTemplate<T>( w, x, z, -y );
}
/**
* transform from gl to ode coodinates
*/
inline QuaternionTemplate<T> toOde() const
{
return QuaternionTemplate<T>( w, x, -z, y );
}
inline QuaternionTemplate<T> slerp( const QuaternionTemplate<T> &q, const Scalar &t )
{
Scalar phi = acos(w*q.w + x*q.x + y*q.y + z*q.z);
Scalar s = 1 / sin(phi);
Scalar a = sin(phi*(1-t)) * s;
Scalar b = sin(phi*t) * s;
T phi = acos(w*q.w + x*q.x + y*q.y + z*q.z);
T s = 1 / sin(phi);
T a = sin(phi*(1-t)) * s;
T b = sin(phi*t) * s;
return QuaternionTemplate<T>(a*w+b*q.w, a*x+b*q.x, a*y+b*q.y, a*z+b*q.z);
}

View File

@ -20,21 +20,17 @@ namespace BlueCore
void Model::render(RenderDevice *device) const
{
ModelMesh->render();
//glEnable(GL_LIGHTING);
//glDepthFunc ( GL_LEQUAL );
//glEnable ( GL_DEPTH_TEST );
//glDepthMask ( GL_TRUE );
/*
glEnable(GL_LIGHTING);
glDepthFunc ( GL_LEQUAL );
glEnable ( GL_DEPTH_TEST );
glDepthMask ( GL_TRUE );
*/
/*
glEnableClientState (GL_VERTEX_ARRAY );
glEnableClientState (GL_TEXTURE_COORD_ARRAY );
glEnableClientState (GL_NORMAL_ARRAY );
glMatrixMode (GL_MODELVIEW );
glPushMatrix();
Matrix4x4 m(_AbsoluteRotation, _AbsoluteTranslation);
glMultMatrixd ( ( GLdouble * ) &m.m );
mesh->vertex_buffer.bind();
mesh->index_buffer.bind();
*/

View File

@ -137,11 +137,13 @@ void RenderDevice::setupProjectionMatrix()
void RenderDevice::setupViewMatrix()
{
if (_Camera.valid())
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Matrix4x4 m(_Camera->getRotation(), _Camera->getRotation().applyInversed(_Camera->getPosition() * -1.0) );
glMultMatrixd( ( GLdouble * ) &m.m );
}
}
void RenderDevice::pushTransformation(const Vector3& position,
const Quaternion& orientation)

View File

@ -545,7 +545,6 @@ bool RigidBodySimulation::step()
{
if (_steps > 0)
{
_ScriptSystem->callFunction("OnStep", _stepSize);
dSpaceCollide(_space, 0, &nearCallback);
dWorldQuickStep(_world, _stepSize);
StepSignal(_stepSize);

View File

@ -25,7 +25,7 @@ namespace BlueCore
{
class RigidBodySimulation;
class RigidBody
class RigidBody : public Referenced
{
Vector3 _Position;
Quaternion _Orientation;

35
engine/SceneGraph.cpp Normal file
View File

@ -0,0 +1,35 @@
#include "SceneGraph.h"
namespace BlueCore
{
SceneGraph::SceneGraph()
{
_RootNode = new SceneNode();
}
SceneGraph::~SceneGraph()
{
}
SceneNode* SceneGraph::getRootNode()
{
return _RootNode.pointer();
}
void SceneGraph::setCamera(Camera *camera)
{
_Camera = camera;
}
void SceneGraph::update(Scalar time)
{
_RootNode->update (time);
}
void SceneGraph::queue (RenderQueue *queue)
{
_RootNode->queue (queue, _Camera);
}
}

29
engine/SceneGraph.h Normal file
View File

@ -0,0 +1,29 @@
#ifndef BLUECORE_SCENEGRAPH_H
#define BLUECORE_SCENEGRAPH_H
#include "SceneNode.h"
namespace BlueCore
{
class SceneGraph : public Referenced
{
ref_ptr<SceneNode> _RootNode;
ref_ptr<Camera> _Camera;
public:
SceneGraph();
~SceneGraph();
SceneNode* getRootNode();
void setCamera(Camera *camera);
void update(Scalar time);
void queue (RenderQueue *queue);
};
}
#endif /*SCENEGRAPH_H_*/

View File

@ -1,10 +1,10 @@
#include "SceneNode.h"
namespace BlueCore {
namespace BlueCore
{
#define DEBUG_SCENEGRAPH
//------------------------------------------------------------------------------
SceneNode::SceneNode() :
Named("unnamed SceneNode"), _Parent(0)
{
@ -13,7 +13,6 @@ SceneNode::SceneNode() :
#endif
}
//------------------------------------------------------------------------------
SceneNode::SceneNode(const std::string &name) :
Named(name), _Parent(0)
{
@ -22,7 +21,6 @@ SceneNode::SceneNode(const std::string &name) :
#endif
}
//------------------------------------------------------------------------------
SceneNode::~SceneNode()
{
detachAll();
@ -32,7 +30,6 @@ SceneNode::~SceneNode()
#endif
}
//------------------------------------------------------------------------------
void SceneNode::attach(SceneNode *node)
{
if (node == 0)
@ -45,12 +42,12 @@ void SceneNode::attach(SceneNode *node)
node->addReference();
#ifdef DEBUG_SCENEGRAPH
clog << "SceneNode '" << node->getName() << "' attached to '" << this->getName() << "'" << endline;
clog << "SceneNode '" << node->getName() << "' attached to '"
<< this->getName() << "'" << endline;
#endif
}
//------------------------------------------------------------------------------
void SceneNode::detach(SceneNode *node)
{
node->_Parent = 0;
@ -59,11 +56,11 @@ void SceneNode::detach(SceneNode *node)
_Children.remove(node);
#ifdef DEBUG_SCENEGRAPH
clog << "SceneNode '" << node->getName() << "' detach from '" << this->getName() << "'" << endline;
clog << "SceneNode '" << node->getName() << "' detach from '"
<< this->getName() << "'" << endline;
#endif
}
//------------------------------------------------------------------------------
void SceneNode::detachAll()
{
SceneNodeList::iterator i;
@ -77,26 +74,22 @@ void SceneNode::detachAll()
_Children.clear();
}
//------------------------------------------------------------------------------
SceneNode *SceneNode::getParent() const
{
return _Parent;
}
//------------------------------------------------------------------------------
void SceneNode::detachFromParent()
{
if (_Parent)
_Parent->detach( this);
}
//------------------------------------------------------------------------------
const SceneNode::SceneNodeList& SceneNode::getChildren() const
{
return _Children;
}
//------------------------------------------------------------------------------
void SceneNode::update(Scalar time)
{
updateAbsoluteTransformation();
@ -110,8 +103,7 @@ void SceneNode::update(Scalar time)
}
}
//------------------------------------------------------------------------------
void SceneNode::render(RenderDevice *device, Camera *camera)
void SceneNode::queue(RenderQueue *queue, Camera *camera)
{
if (isActive())
{
@ -119,12 +111,11 @@ void SceneNode::render(RenderDevice *device, Camera *camera)
for (i = _Children.begin(); i != _Children.end(); i++)
{
( *i )->render(device, camera);
( *i )->queue(queue, camera);
}
}
}
//------------------------------------------------------------------------------
const Transformation& SceneNode::getRelativeTransformation()
{
return _RelativeTransformation;
@ -135,19 +126,16 @@ const Transformation& SceneNode::getAbsoluteTransformation()
return _AbsoluteTransformation;
}
//------------------------------------------------------------------------------
void SceneNode::setRelativeTranslation(const Vector3 &translation)
{
_RelativeTransformation.translation = translation;
}
//------------------------------------------------------------------------------
void SceneNode::setRelativeRotation(const Quaternion &rotation)
{
_RelativeTransformation.rotation = rotation;
}
//------------------------------------------------------------------------------
void SceneNode::updateAbsoluteTransformation()
{
/*

View File

@ -2,7 +2,9 @@
#define BLUECORE_SCENE_NODE_H
#include "Camera.h"
#include "RenderDevice.h"
#include "RenderQueue.h"
#include "RigidBodySimulation.h"
#include "ModelManager.h"
#include "Utilities/Referenced.h"
#include "Utilities/Named.h"
@ -30,6 +32,9 @@ class SceneNode : public Referenced, public Named, public Activated
Transformation _RelativeTransformation;
Transformation _AbsoluteTransformation;
weak_ptr<RigidBody> _RigidBody;
weak_ptr<Model> _Model;
public:
SceneNode();
@ -45,7 +50,7 @@ class SceneNode : public Referenced, public Named, public Activated
void detachFromParent();
virtual void update(Scalar time);
virtual void render (RenderDevice *device, Camera *camera);
virtual void queue (RenderQueue *queue, Camera *camera);
const Transformation& getRelativeTransformation();
const Transformation& getAbsoluteTransformation();

View File

@ -200,4 +200,20 @@ void ScriptSystem::callFunction(const std::string &name, double value)
}
sq_pop(_VM, 1);
}
void ScriptSystem::callFunction(const std::string &name, double value1, double value2)
{
sq_pushroottable(_VM);
sq_pushstring(_VM, name.c_str(), -1);
if (SQ_SUCCEEDED(sq_get(_VM, -2)) )
{
sq_pushroottable(_VM);
sq_pushfloat(_VM, value1);
sq_pushfloat(_VM, value2);
sq_call(_VM, 3, SQFalse, SQTrue);
sq_pop(_VM, 1);
}
sq_pop(_VM, 1);
}
}

View File

@ -31,6 +31,8 @@ class ScriptSystem : public Referenced
void callFunction(const std::string &name);
void callFunction(const std::string &name, double value);
void callFunction(const std::string &name, double value1, double value2);
void callFunction(const std::string &name, double value1, double value2, double value3);
};
} // namespace BlueCore

View File

@ -0,0 +1,59 @@
#include "Application.h"
namespace BlueCore
{
static weak_ptr<Application> gApplication;
static SQInteger _quit(HSQUIRRELVM v)
{
if (gApplication.valid())
gApplication->quit();
return 0;
}
static SQInteger _toggle_pause(HSQUIRRELVM v)
{
if (gApplication.valid())
gApplication->togglePause();
return 0;
}
static SQInteger _setscenegraph(HSQUIRRELVM v)
{
SceneGraph *scenegraph = 0;
sq_getinstanceup(v, -1, ( void ** ) &scenegraph, 0);
gApplication->setSceneGraph(scenegraph);
return 0;
}
void setupScriptSystem_Application(ScriptSystem* scriptsystem,
Application* application)
{
if (application == 0)
return;
gApplication = application;
HSQUIRRELVM vm = scriptsystem->getVM();
sq_pushroottable(vm);
sq_pushstring(vm, "quit", -1);
sq_newclosure(vm, _quit, 0);
sq_newslot(vm, -3, false);
sq_pushstring(vm, "togglePause", -1);
sq_newclosure(vm, _toggle_pause, 0);
sq_newslot(vm, -3, false);
sq_pushstring(vm, "setSceneGraph", -1);
sq_newclosure(vm, _setscenegraph, 0);
sq_newslot(vm, -3, false);
sq_pop(vm, 1);
}
}

View File

@ -0,0 +1,11 @@
#ifndef BLUECORE_SCRIPTING_APPLICATION_H
#define BLUECORE_SCRIPTING_APPLICATION_H
#include "Application.h"
namespace BlueCore
{
void setupScriptSystem_Application(ScriptSystem* scriptsystem, Application* application);
}
#endif

View File

@ -0,0 +1,125 @@
#include "ScriptSystem_Camera.h"
#include "ScriptSystem_Math.h"
#include "Camera.h"
namespace BlueCore
{
static SQInteger _camera_releasehook(SQUserPointer p, SQInteger size)
{
Camera *camera = (Camera *)p;
if (camera)
camera->removeReference();
return 1;
}
static SQInteger _camera_constructor(HSQUIRRELVM vm)
{
SQInteger argc = sq_gettop(vm);
if (argc < 1)
return 0;
Camera *camera = new Camera();
camera->addReference();
sq_setinstanceup(vm, 1, (void *)camera );
sq_setreleasehook(vm, 1, _camera_releasehook);
return 0;
}
static SQInteger _camera_setposition(HSQUIRRELVM v)
{
Camera *camera = 0;
sq_getinstanceup(v, 1, ( void ** ) &camera, 0);
if (camera)
{
Vector3 position;
int argc = sq_gettop(v);
if (argc == 2)
{
_getvectorvalues(v, 2, position.x, position.y, position.z);
}
else if (argc == 4)
{
sq_getfloat(v, 2, &position.x);
sq_getfloat(v, 3, &position.y);
sq_getfloat(v, 4, &position.z);
}
camera->setPosition(position);
}
return 0;
}
static SQInteger _camera_lookat(HSQUIRRELVM v)
{
Camera *camera = 0;
sq_getinstanceup(v, 1, ( void ** ) &camera, 0);
if (camera)
{
Vector3 position;
int argc = sq_gettop(v);
if (argc == 2)
{
_getvectorvalues(v, 2, position.x, position.y, position.z);
}
else if (argc == 4)
{
sq_getfloat(v, 2, &position.x);
sq_getfloat(v, 3, &position.y);
sq_getfloat(v, 4, &position.z);
}
camera->lookAt(position);
}
return 0;
}
void setupScriptSystem_Camera(ScriptSystem* scriptsystem)
{
if (scriptsystem == 0)
return;
HSQUIRRELVM vm = scriptsystem->getVM();
sq_pushroottable(vm);
// push class
sq_pushstring(vm, "Camera", -1);
if (SQ_SUCCEEDED(sq_newclass(vm, SQFalse) ) )
{
// register constructor
sq_pushstring(vm, "constructor", -1);
sq_newclosure(vm, _camera_constructor, 0);
sq_newslot(vm, -3, false);
sq_pushstring(vm, "setPosition", -1);
sq_newclosure(vm, _camera_setposition, 0);
sq_newslot(vm, -3, false);
sq_pushstring(vm, "lookAt", -1);
sq_newclosure(vm, _camera_lookat, 0);
sq_newslot(vm, -3, false);
// create class
sq_newslot(vm, -3, false);
}
sq_poptop(vm);
}
}

View File

@ -0,0 +1,11 @@
#ifndef BLUECORE_SCRIPTING_CAMERA_H
#define BLUECORE_SCRIPTING_CAMERA_H
#include "ScriptSystem.h"
namespace BlueCore
{
void setupScriptSystem_Camera(ScriptSystem* scriptsystem);
}
#endif

View File

@ -0,0 +1,81 @@
#include "ScriptSystem_Camera.h"
#include "ScriptSystem_Math.h"
#include "SceneGraph.h"
namespace BlueCore
{
static SQInteger _scenegraph_releasehook(SQUserPointer p, SQInteger size)
{
SceneGraph *scenegraph = (SceneGraph *)p;
if (scenegraph)
scenegraph->removeReference();
return 1;
}
static SQInteger _scenegraph_constructor(HSQUIRRELVM vm)
{
SQInteger argc = sq_gettop(vm);
if (argc < 1)
return 0;
SceneGraph *scenegraph = new SceneGraph();
scenegraph->addReference();
sq_setinstanceup(vm, 1, (void *)scenegraph );
sq_setreleasehook(vm, 1, _scenegraph_releasehook);
return 0;
}
static SQInteger _set_camera(HSQUIRRELVM v)
{
SceneGraph *scenegraph = 0;
sq_getinstanceup(v, 1, ( void ** ) &scenegraph, 0);
if (scenegraph)
{
Camera *camera;
sq_getinstanceup (v, 2, ( void ** ) &camera, 0);
scenegraph->setCamera(camera);
}
return 0;
}
void setupScriptSystem_SceneGraph(ScriptSystem* scriptsystem)
{
if (scriptsystem == 0)
return;
HSQUIRRELVM vm = scriptsystem->getVM();
sq_pushroottable(vm);
// push class
sq_pushstring(vm, "SceneGraph", -1);
if (SQ_SUCCEEDED(sq_newclass(vm, SQFalse) ) )
{
// register constructor
sq_pushstring(vm, "constructor", -1);
sq_newclosure(vm, _scenegraph_constructor, 0);
sq_newslot(vm, -3, false);
sq_pushstring(vm, "setCamera", -1);
sq_newclosure(vm, _set_camera, 0);
sq_newslot(vm, -3, false);
// create class
sq_newslot(vm, -3, false);
}
sq_poptop(vm);
}
}

View File

@ -0,0 +1,11 @@
#ifndef BLUECORE_SCRIPTING_CAMERA_H
#define BLUECORE_SCRIPTING_CAMERA_H
#include "ScriptSystem.h"
namespace BlueCore
{
void setupScriptSystem_SceneGraph(ScriptSystem* scriptsystem);
}
#endif

View File

@ -5,7 +5,8 @@
using namespace std;
namespace BlueCore {
namespace BlueCore
{
void CfgParser::parseFile(const std::string& filename)
{
@ -19,8 +20,6 @@ void CfgParser::parseFile (const std::string& filename)
}
}
void CfgParser::parseLine(const std::string& line)
{
std::string::size_type i(line.find_first_of('='));
@ -34,8 +33,6 @@ void CfgParser::parseLine (const std::string& line)
_Pairs[key] = value;
}
void CfgParser::parse(const char* buffer, unsigned int length)
{
const char* ptr = buffer;
@ -58,8 +55,6 @@ void CfgParser::parse (const char* buffer, unsigned int length)
}
}
double CfgParser::get(const std::string& key, double defaultValue)
{
double value;
@ -70,8 +65,6 @@ double CfgParser::get (const std::string& key, double defaultValue)
return value;
}
bool CfgParser::getDouble(const std::string& key, double& value)
{
std::map<std::string, std::string>::const_iterator result;
@ -86,8 +79,6 @@ bool CfgParser::getDouble (const std::string& key, double& value)
return false;
}
int CfgParser::get(const std::string& key, int defaultValue)
{
int value;
@ -98,8 +89,6 @@ int CfgParser::get (const std::string& key, int defaultValue)
return value;
}
bool CfgParser::getInteger(const std::string& key, int& value)
{
std::map<std::string, std::string>::const_iterator result;
@ -114,7 +103,6 @@ bool CfgParser::getInteger (const std::string& key, int& value)
return false;
}
bool CfgParser::get(const std::string& key, bool defaultValue)
{
bool value;
@ -125,8 +113,6 @@ bool CfgParser::get (const std::string& key, bool defaultValue)
return value;
}
bool CfgParser::getBoolean(const std::string& key, bool& value)
{
std::map<std::string, std::string>::const_iterator result;
@ -149,8 +135,6 @@ bool CfgParser::getBoolean (const std::string& key, bool& value)
return false;
}
std::string CfgParser::get(const std::string& key, std::string defaultValue)
{
std::string value;
@ -161,8 +145,6 @@ std::string CfgParser::get (const std::string& key, std::string defaultValue)
return value;
}
bool CfgParser::getString(const std::string& key, std::string& value)
{
std::map<std::string, std::string>::const_iterator result;
@ -177,8 +159,6 @@ bool CfgParser::getString (const std::string& key, std::string& value)
return false;
}
bool CfgParser::getStrings(const std::string& key, std::vector<string>& strings)
{
std::map<std::string, std::string>::const_iterator result;
@ -193,6 +173,23 @@ bool CfgParser::getStrings (const std::string& key, std::vector<string>& strings
return false;
}
bool CfgParser::getDoubles(const std::string& key, std::vector<double>& doubles)
{
std::map<std::string, std::string>::const_iterator result;
result = _Pairs.find(key);
if (result != _Pairs.end())
{
std::vector<std::string> strings;
explode(result->second, strings, true, ",");
std::vector<std::string>::iterator i;
for (i = strings.begin(); i != strings.end(); i++)
doubles.push_back(atof((*i).c_str()));
return true;
}
else
return false;
}
} // namespace BlueCore

View File

@ -28,6 +28,8 @@ public:
bool getStrings (const std::string& key, std::vector<std::string>& strings);
bool getDoubles (const std::string& key, std::vector<double>& doubles);
private:
std::map<std::string, std::string> _Pairs;

View File

@ -71,16 +71,26 @@ lastFPS <- 0;
frameCount <- 0;
FPS <- 1;
body <- null;
camera <- null;
mainSceneGraph <- null;
function Initialize()
{
::font = Font();//Font ("DejaVuSans.ttf", 24, 1 );
::logo = Image ("image.png", 0.0, 0.0, 1.0, 1.0);
::body = RigidBody();
::camera = Camera();
::mainSceneGraph = SceneGraph();
::camera.lookAt (0.0, 0.0, 0.0);
::mainSceneGraph.setCamera (::camera);
}
function OnFrame( delta )
function OnFrame (delta, total)
{
::camera.setPosition (::body.getPosition());
}
function OnOverlay (delta, total)
{
::frameCount += 1
::lastFPS += delta;
@ -92,20 +102,30 @@ function OnFrame( delta )
::lastFPS -= 0.1;
}
if (total < 2.0)
::logo.draw (0.5, 0.5);
else
{
v <- ::body.getPosition();
::font.print(10, 40, "Position: " + v.x + ", " + v.y + ", " + v.z, 1, 1 );
local seconds = floor(total % 60);
if (seconds < 10)
::font.print(10, 70, "Time: " + floor(total / 60.0) + ":0" + seconds, 1, 1 );
else
::font.print(10, 70, "Time: " + floor(total / 60.0) + ":" + seconds, 1, 1 );
if (::FPS > 0)
{
local fps = "FPS: " + FPS + " / " + (1.0/::FPS)*1000.0 + " ms";
::font.print( 10, 10, fps, 1, 1 );
}
// ::logo.draw (0.5, 0.5);
v <- ::body.getPosition();
::font.print(10, 40, "Position: " + v.x + ", " + v.y + ", " + v.z, 1, 1 );
}
}
function OnStep( delte )
function OnStep (delta, total)
{
::body.applyLocalForce( Vector(0.0, 0.0, 1.0) );
::body.applyLocalForce( Vector(1.0, 0.0, 1.0) );
}
function Shutdown()

View File

@ -1,26 +1,5 @@
#include "GL/glew.h"
#include "RenderWindow.h"
#include "RenderDevice.h"
#include "FontManager.h"
#include "MeshManager.h"
#include "TextureManager.h"
#include "ShaderManager.h"
#include "ModelManager.h"
#include "TextureImage.h"
#include "ScriptSystem.h"
#include "ScriptSystem_Font.h"
#include "ScriptSystem_Image.h"
#include "ScriptSystem_Math.h"
#include "ScriptSystem_RigidBody.h"
#include "RigidBodySimulation.h"
#include "Camera.h"
#include "SceneNode.h"
#include "Utilities/CfgParser.h"
#include "Application.h"
#include "Utilities/Log.h"
#include "Utilities/Kernel.h"
#include "physfs.h"
@ -65,193 +44,17 @@ void shutdownPhysfs()
PHYSFS_deinit();
}
class Application : public sigslot::has_slots<>
{
bool _Running;
double _DeltaTime;
double _LastTime;
void KeySlot(int key, int action)
{
if (key == GLFW_KEY_ESC && action == GLFW_RELEASE)
quit();
}
ref_ptr<RenderWindow> _Window;
ref_ptr<RenderDevice> _Device;
ref_ptr<FontManager> _FontManager;
ref_ptr<MeshManager> _MeshManager;
ref_ptr<TextureManager> _TextureManager;
ref_ptr<ScriptSystem> _ScriptSystem;
ref_ptr<ShaderManager> _ShaderManager;
ref_ptr<RigidBodySimulation> _Simulation;
ref_ptr<ModelManager> _ModelManager;
ref_ptr<Camera> _Camera;
ref_ptr<RenderQueue> _RenderQueue;
public:
bool initialize()
{
CfgParser cfg;
cfg.parseFile("options.cfg");
int width = cfg.get("width", 640);
int height = cfg.get("height", 480);
bool fullscreen = cfg.get("fullscreen", false);
_Window = new RenderWindow();
if (_Window->create(width, height, 0, 0, 0, fullscreen) == false)
return false;
_Device = new RenderDevice(_Window);
_FontManager = new FontManager(_Device);
_MeshManager = new MeshManager(_Device);
_TextureManager = new TextureManager();
_ScriptSystem = new ScriptSystem();
_ShaderManager = new ShaderManager(_Window);
_Simulation = new RigidBodySimulation(_ScriptSystem);
_ModelManager = new ModelManager (_TextureManager, _ShaderManager, _MeshManager);
_Camera = new Camera();
_RenderQueue = new RenderQueue();
setupScriptSystem_Font(_ScriptSystem, _FontManager);
setupScriptSystem_Image(_ScriptSystem, _TextureManager, _Device);
setupScriptSystem_Math(_ScriptSystem);
setupScriptSystem_RigidBody(_ScriptSystem, _Simulation);
_ScriptSystem->loadScript("main");
_ScriptSystem->callFunction("Initialize");
_Window->KeySignal.connect(this, &Application::KeySlot);
_Running = true;
return true;
}
/*
if (window.valid() && device.valid())
{
camera->setFoV(45.0);
camera->setAspectRatio((double)width/(double)height);
camera->setNearPlane(1.0);
camera->setFarPlane(15000.0);
camera->setPosition(Vector3(0.0, 0.0, 20.0));
device->setAmbientLight(1.0, 1.0, 1.0);
//ref_ptr<SceneNode> rootnode(new SceneNode("root node"));
ref_ptr<Model> model = modelmanager->loadModel("combat");
}
*/
void shutdown()
{
_ScriptSystem->callFunction("Shutdown");
}
void quit()
{
_Running = false;
}
void run()
{
clog << "--- starting main loop..."<< endlog;
_DeltaTime = 0;
_LastTime = glfwGetTime();
while (_Window->isOpen() && _Running)
{
double time = glfwGetTime();
_DeltaTime = time - _LastTime;
_LastTime = time;
_Device->clear();
/*
camera->setRotation(Quaternion(Vector3(0.0, 1.0, 0.0), fmod(time
/5.0, 6.2)));
device->begin3D(camera);
queue->clear();
queue->addOpaqueItem(model, Vector3(10.0, 0.0, 0.0), Quaternion());
queue->render(device);
device->pushAbsoluteTransformation(Vector3(), camera->getRotation());
class RenderState
{
bool _Blending;
GLint _BlendFuncSrc;
GLint _BlendFuncDest;
bool _DepthTest;
bool _DepthMask;
bool _Lighting;
};
GLfloat mat_specular[] =
{ 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] =
{ 2.0 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_specular);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
glColor4d( 1.0f, 1.0f, 1.0f, 1.0f);
device->setTexture(0, starTexture, true);
starMesh->render();
glDisable(GL_BLEND);
device->popTransformation();
*/
// device->useShader (program);
// device->setTexture (stage, name, texture)
// device->clearTextures (stage+1);
//glEnable (GL_TEXTURE_2D);
//glEnable (GL_LIGHTING);
//glBindTexture (GL_TEXTURE_2D, texture->getId() );
// device->
//device->
//model->render();
_Simulation->saveStates();
_Simulation->updateSteps(_DeltaTime);
while (_Simulation->step())
;
_ScriptSystem->callFunction("OnFrame", _DeltaTime);
_Device->swap();
}
clog << "--- main loop finished..."<< endlog;
}
};
int main(int argc, char **argv)
{
initializePhysfs(argv[0]);
Application app;
ref_ptr<Application> app = new Application();
if (app.initialize())
if (app->initialize())
{
app.run();
app->run();
}
app.shutdown();
app->shutdown();
shutdownPhysfs();
}

View File

@ -7,10 +7,16 @@ Scripting
---------
* make event based input available
* make font height available
SceneGraph
----------
* create scene graph
* make ShaderProgram a class
* create RenderSet AND/OR RenderQueue
* RenderQueueVisitor
#if 0
/*