gremlin/libs/spark/include/Extensions/Renderers/SPK_Oriented3DRendererInterface.h
2011-01-05 23:02:10 +01:00

388 lines
12 KiB
C++

//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// 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 H_SPK_ORIENTED3DRENDERERINTERFACE
#define H_SPK_ORIENTED3DRENDERERINTERFACE
#include "Core/SPK_Vector3D.h"
#include "Core/SPK_Group.h"
// Packs the orientations parameters into one int for orientation presets
#define PACK_ORIENTATION(lock,look,up) ((lock << 0x10)|(look << 0x8)|(up))
namespace SPK
{
/**
* @brief Defines the orientation of the vector Look of an oriented 3D particle
*
* Enumerators marked as (fast) are the ones that only needs to be computed once for
* a set of particles instead of being computed for each particles.
*
* @since 1.04.00
*/
enum LookOrientation
{
LOOK_CAMERA_PLANE, /**< Look towards the camera plane (fast) */
LOOK_CAMERA_POINT, /**< Look towards the camera point (better effect but more expensive) */
LOOK_AXIS, /**< The look vector is defined by an axis (fast) */
LOOK_POINT, /**< Look towards a point in the universe */
};
/**
* @brief Defines the orientation of the vector Up of an oriented 3D particle
*
* Enumerators marked as (fast) are the ones that only needs to be computed once for
* a set of particles instead of being computed for each particles.
*
* @since 1.04.00
*/
enum UpOrientation
{
UP_CAMERA, /**< The up vector is defined by the up vector of the camera (fast) */
UP_DIRECTION, /**< The up vector is oriented towards the direction of the particle */
UP_AXIS, /**< The up vector is is defined by an axis (fast) */
UP_POINT, /**< The up vector is oriented towards a point */
};
/**
* @brief Defines which axis is locked and will not change when computing a cross product.
*
* Note that the side vector cannot be locked as it is always derived from the look and up vectors.
*
* @since 1.04.00
*/
enum LockedAxis
{
LOCK_LOOK, /**< The look vector is locked */
LOCK_UP, /**< The up vector is locked */
};
/**
* @brief Orientation presets to easily set up common orientations
* @since 1.04.00
*/
enum OrientationPreset
{
CAMERA_PLANE_ALIGNED = PACK_ORIENTATION(LOCK_LOOK,LOOK_CAMERA_PLANE,UP_CAMERA), /**< Particles are oriented towards the camera plane (the most common) */
CAMERA_POINT_ALIGNED = PACK_ORIENTATION(LOCK_LOOK,LOOK_CAMERA_POINT,UP_CAMERA), /**< Particles are oriented towards the camera point (better effect but more expensive) */
DIRECTION_ALIGNED = PACK_ORIENTATION(LOCK_UP,LOOK_CAMERA_PLANE,UP_DIRECTION), /**< Particles are oriented function of their direction and try to look to the camera */
AROUND_AXIS = PACK_ORIENTATION(LOCK_UP,LOOK_CAMERA_POINT,LOOK_AXIS), /**< Particles can only rotate around an axis and try to look to the camera */
TOWARDS_POINT = PACK_ORIENTATION(LOCK_LOOK,LOOK_POINT,UP_CAMERA), /**< Particles are oriented towards a point in the universe */
FIXED_ORIENTATION = PACK_ORIENTATION(LOCK_LOOK,LOOK_AXIS,UP_AXIS), /**< Particles have a fixed orientation in the universe */
};
/**
* @brief Base Interface for rendering particles that can be oriented in a 3D world
* @since 1.04.00
*/
class SPK_PREFIX Oriented3DRendererInterface
{
public :
///////////////
// Parameter //
///////////////
/**
* @brief The look vector
*
* It is used in 2 LookOrientation modes :
* <ul>
* <li>LOOK_AXIS : The look vector is used as the axis</li>
* <li>LOOK_POINT : The look vector is the point quads look to</li>
* </ul>
* In other modes the look vector is not used
*/
Vector3D lookVector;
/**
* @brief The up vector
*
* It is used in 2 UpOrientation modes :
* <ul>
* <li>UP_AXIS : The up axis is used as the axis</li>
* <li>UP_POINT : The up axis is the point quads will be oriented towards</li>
* </ul>
* In other modes the up vector is not used
*/
Vector3D upVector;
//////////////////
// Constructors //
//////////////////
/** @brief Constructor of Oriented3DRendererInterface */
Oriented3DRendererInterface();
////////////////
// Destructor //
////////////////
/** @brief Destructor of Oriented3DRendererInterface */
virtual inline ~Oriented3DRendererInterface() {}
/////////////
// Setters //
/////////////
/**
* @brief Sets the way quads are oriented in the universe
*
* This method allows to accuratly configure the orientation of quads.<br>
* Another method with only one parameters that take presets exist.<br>
* See setOrientation(OrientationPreset)
*
* @param lookOrientation : The way the look vector of the quad is set
* @param upOrientation : The way the up vector of the quad is set
* @param lockedAxis : tells which axis prevails over the other
*/
void setOrientation(LookOrientation lookOrientation,UpOrientation upOrientation,LockedAxis lockedAxis);
/**
* @brief Sets the way quads are oriented in the universe
*
* This method takes some presets to orientate the quads.<br>
* Another method that has more options to configure orientation exists<br>
* See setOrientation(LookOrientation,UpOrientation,LockedAxis)
*
* @param orientation : the orientation preset of the quad
*/
void setOrientation(OrientationPreset orientation);
/////////////
// Getters //
/////////////
/**
* @brief Gets the look orientation of the quads
* @return the look orientation of the quads
*/
inline LookOrientation getLookOrientation() const;
/**
* @brief Gets the up orientation of the quads
* @return the up orientation of the quads
*/
inline UpOrientation getUpOrientation() const;
/**
* @brief Gets the locked axis (the one prevailing over the others)
* @return the locked axis
*/
inline LockedAxis getLockedAxis() const;
protected :
// Orientation
LookOrientation lookOrientation;
UpOrientation upOrientation;
LockedAxis lockedAxis;
inline bool precomputeOrientation3D(const Group& group,const Vector3D& look,const Vector3D& up,const Vector3D& pos);
inline void computeGlobalOrientation3D();
inline void computeSingleOrientation3D(const Particle& particle);
inline void scaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const;
inline void rotateAndScaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const;
inline const Vector3D& quadUp() const;
inline const Vector3D& quadSide() const;
private :
// Used to store modelview information
mutable Vector3D mVLook;
mutable Vector3D mVUp;
mutable Vector3D mVPos;
// Used to store precomputed orientation
mutable Vector3D globalLook;
mutable Vector3D globalUp;
// Used to store the orientation of quads before scaling
mutable Vector3D up;
mutable Vector3D side;
mutable Vector3D look;
// Is using rotation
mutable int quadRotated;
// This is where are stored quad orientation info after computation
mutable Vector3D sideQuad;
mutable Vector3D upQuad;
};
inline LookOrientation Oriented3DRendererInterface::getLookOrientation() const
{
return lookOrientation;
}
inline UpOrientation Oriented3DRendererInterface::getUpOrientation() const
{
return upOrientation;
}
inline LockedAxis Oriented3DRendererInterface::getLockedAxis() const
{
return lockedAxis;
}
inline const Vector3D& Oriented3DRendererInterface::quadUp() const
{
return upQuad;
}
inline const Vector3D& Oriented3DRendererInterface::quadSide() const
{
return sideQuad;
}
inline bool Oriented3DRendererInterface::precomputeOrientation3D(const Group& group,const Vector3D& modelViewLook,const Vector3D& modelViewUp,const Vector3D& modelViewPos)
{
mVLook = modelViewLook;
mVUp = modelViewUp;
mVPos = modelViewPos;
bool globalOrientation = true;
if (lookOrientation == LOOK_CAMERA_PLANE)
globalLook = -mVLook;
else if (lookOrientation == LOOK_AXIS)
globalLook = lookVector;
else
globalOrientation = false;
if (upOrientation == UP_CAMERA)
globalUp = mVUp;
else if (upOrientation == UP_AXIS)
globalUp = upVector;
else globalOrientation = false;
quadRotated = group.getModel()->isEnabled(PARAM_ANGLE);
return globalOrientation;
}
inline void Oriented3DRendererInterface::computeGlobalOrientation3D()
{
look = globalLook;
up = globalUp;
crossProduct(up,look,side);
if (lockedAxis == LOCK_LOOK)
crossProduct(look,side,up);
else if (quadRotated)
{
crossProduct(side,up,look);
look.normalize();
}
up.normalize();
up *= 0.5f;
side.normalize();
side *= 0.5f;
}
inline void Oriented3DRendererInterface::computeSingleOrientation3D(const Particle& particle)
{
if (lookOrientation == LOOK_CAMERA_POINT)
{
look = mVPos;
look -= particle.position();
}
else if (lookOrientation == LOOK_POINT)
{
look = lookVector;
look -= particle.position();
}
else
look = globalLook;
if (upOrientation == UP_DIRECTION)
up = particle.velocity();
else if (upOrientation == UP_POINT)
{
up = upVector;
up -= particle.position();
}
else
up = globalUp;
crossProduct(up,look,side);
if (lockedAxis == LOCK_LOOK)
crossProduct(look,side,up);
else if (quadRotated)
{
crossProduct(side,up,look);
look.normalize();
}
side.normalize();
side *= 0.5f;
up.normalize();
up *= 0.5f;
}
inline void Oriented3DRendererInterface::scaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const
{
float size = particle.getParamCurrentValue(PARAM_SIZE);
sideQuad = side;
sideQuad *= size * scaleX;
upQuad = up;
upQuad *= size * scaleY;
}
inline void Oriented3DRendererInterface::rotateAndScaleQuadVectors(const Particle& particle,float scaleX,float scaleY) const
{
float size = particle.getParamCurrentValue(PARAM_SIZE);
float angleTexture = particle.getParamCurrentValue(PARAM_ANGLE);
float cosA = cos(angleTexture);
float sinA = sin(angleTexture);
upQuad.x = (look.x * look.x + (1.0f - look.x * look.x) * cosA) * up.x
+ (look.x * look.y * (1.0f - cosA) - look.z * sinA) * up.y
+ (look.x * look.z * (1.0f - cosA) + look.y * sinA) * up.z;
upQuad.y = (look.x * look.y * (1.0f - cosA) + look.z * sinA) * up.x
+ (look.y * look.y + (1.0f - look.y * look.y) * cosA) * up.y
+ (look.y * look.z * (1.0f - cosA) - look.x * sinA) * up.z;
upQuad.z = (look.x * look.z * (1.0f - cosA) - look.y * sinA) * up.x
+ (look.y * look.z * (1.0f - cosA) + look.x * sinA) * up.y
+ (look.z * look.z + (1.0f - look.z * look.z) * cosA) * up.z;
crossProduct(upQuad,look,sideQuad);
sideQuad *= size * scaleX;
upQuad *= size * scaleY;
}
}
#endif