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201 lines
5.4 KiB
C++
201 lines
5.4 KiB
C++
//
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// util.cpp
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// interface
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//
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// Created by Philip Rosedale on 8/24/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#include "InterfaceConfig.h"
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#include <iostream>
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#include <glm/glm.hpp>
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#include <cstring>
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#include "world.h"
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#include "Util.h"
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// Return the azimuth angle in degrees between two points.
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float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf;
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}
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// Return the angle in degrees between the head and an object in the scene. The value is zero if you are looking right at it. The angle is negative if the object is to your right.
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float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw) {
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return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf + render_yaw + head_yaw;
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}
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void render_vector(glm::vec3 * vec)
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{
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// Show edge of world
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glDisable(GL_LIGHTING);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glLineWidth(1.0);
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glBegin(GL_LINES);
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// Draw axes
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glColor3f(1,0,0);
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glVertex3f(-1,0,0);
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glVertex3f(1,0,0);
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glColor3f(0,1,0);
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glVertex3f(0,-1,0);
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glVertex3f(0, 1, 0);
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glColor3f(0,0,1);
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glVertex3f(0,0,-1);
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glVertex3f(0, 0, 1);
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// Draw vector
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glColor3f(1,1,1);
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glVertex3f(0,0,0);
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glVertex3f(vec->x, vec->y, vec->z);
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// Draw marker dots for magnitude
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glEnd();
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float particleAttenuationQuadratic[] = { 0.0f, 0.0f, 2.0f }; // larger Z = smaller particles
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glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, particleAttenuationQuadratic );
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glEnable(GL_POINT_SMOOTH);
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glPointSize(10.0);
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glBegin(GL_POINTS);
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glColor3f(1,0,0);
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glVertex3f(vec->x,0,0);
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glColor3f(0,1,0);
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glVertex3f(0,vec->y,0);
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glColor3f(0,0,1);
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glVertex3f(0,0,vec->z);
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glEnd();
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}
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void render_world_box()
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{
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// Show edge of world
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glDisable(GL_LIGHTING);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glLineWidth(1.0);
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glBegin(GL_LINES);
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glColor3f(1,0,0);
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glVertex3f(0,0,0);
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glVertex3f(WORLD_SIZE,0,0);
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glColor3f(0,1,0);
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glVertex3f(0,0,0);
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glVertex3f(0, WORLD_SIZE, 0);
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glColor3f(0,0,1);
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glVertex3f(0,0,0);
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glVertex3f(0, 0, WORLD_SIZE);
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glEnd();
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// Draw little marker dots along the axis
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glEnable(GL_LIGHTING);
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glPushMatrix();
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glTranslatef(WORLD_SIZE,0,0);
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glColor3f(1,0,0);
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glutSolidSphere(0.125,10,10);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,WORLD_SIZE,0);
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glColor3f(0,1,0);
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glutSolidSphere(0.125,10,10);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,0,WORLD_SIZE);
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glColor3f(0,0,1);
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glutSolidSphere(0.125,10,10);
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glPopMatrix();
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}
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double diffclock(timeval *clock1,timeval *clock2)
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{
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double diffms = (clock2->tv_sec - clock1->tv_sec) * 1000.0;
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diffms += (clock2->tv_usec - clock1->tv_usec) / 1000.0; // us to ms
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return diffms;
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}
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int widthText(float scale, int mono, char *string) {
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int width = 0;
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if (!mono) {
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width = scale * glutStrokeLength(GLUT_STROKE_ROMAN, (const unsigned char *) string);
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} else {
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width = scale * glutStrokeLength(GLUT_STROKE_MONO_ROMAN, (const unsigned char *) string);
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}
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return width;
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}
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void drawtext(int x, int y, float scale, float rotate, float thick, int mono,
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char const* string, float r, float g, float b)
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{
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//
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// Draws text on screen as stroked so it can be resized
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//
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int len, i;
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glPushMatrix();
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glTranslatef( static_cast<float>(x), static_cast<float>(y), 0.0f);
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glColor3f(r,g,b);
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glRotated(180+rotate,0,0,1);
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glRotated(180,0,1,0);
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glLineWidth(thick);
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glScalef(scale, scale, 1.0);
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len = (int) strlen(string);
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for (i = 0; i < len; i++)
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{
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if (!mono) glutStrokeCharacter(GLUT_STROKE_ROMAN, int(string[i]));
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else glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, int(string[i]));
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}
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glPopMatrix();
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}
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void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec,
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float r, float g, float b)
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{
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//
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// Draws text on screen as stroked so it can be resized
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//
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char vectext[20];
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sprintf(vectext,"%3.1f,%3.1f,%3.1f", vec.x, vec.y, vec.z);
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int len, i;
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glPushMatrix();
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glTranslatef(static_cast<float>(x), static_cast<float>(y), 0);
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glColor3f(r,g,b);
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glRotated(180+rotate,0,0,1);
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glRotated(180,0,1,0);
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glLineWidth(thick);
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glScalef(scale, scale, 1.0);
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len = (int) strlen(vectext);
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for (i = 0; i < len; i++)
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{
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if (!mono) glutStrokeCharacter(GLUT_STROKE_ROMAN, int(vectext[i]));
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else glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, int(vectext[i]));
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}
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glPopMatrix();
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}
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void drawGroundPlaneGrid( float size, int resolution )
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{
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glColor3f( 0.4f, 0.5f, 0.3f );
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glLineWidth(2.0);
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float gridSize = 10.0;
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int gridResolution = 10;
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for (int g=0; g<gridResolution; g++)
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{
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float fraction = (float)g / (float)( gridResolution - 1 );
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float inc = -gridSize * ONE_HALF + fraction * gridSize;
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glBegin( GL_LINE_STRIP );
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glVertex3f( inc, 0.0f, -gridSize * ONE_HALF );
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glVertex3f( inc, 0.0f, gridSize * ONE_HALF );
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glEnd();
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}
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for (int g=0; g<gridResolution; g++)
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{
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float fraction = (float)g / (float)( gridResolution - 1 );
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float inc = -gridSize * ONE_HALF + fraction * gridSize;
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glBegin( GL_LINE_STRIP );
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glVertex3f( -gridSize * ONE_HALF, 0.0f, inc );
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glVertex3f( gridSize * ONE_HALF, 0.0f, inc );
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glEnd();
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}
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}
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