// // util.cpp // interface // // Created by Philip Rosedale on 8/24/12. // Copyright (c) 2012 High Fidelity, Inc. All rights reserved. // #include "InterfaceConfig.h" #include #include #include #include #include #include "Log.h" #include "world.h" #include "Util.h" using namespace std; // no clue which versions are affected... #define WORKAROUND_BROKEN_GLUT_STROKES // see http://www.opengl.org/resources/libraries/glut/spec3/node78.html static float MONO_STROKE_WIDTH_GLUT = 104.76; void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * front, glm::vec3 * right, glm::vec3 * up) { // // Converts from three euler angles to the associated orthonormal vectors // // Angles contains (pitch, yaw, roll) in radians // // First, create the quaternion associated with these euler angles glm::quat q(glm::vec3(angles->x, -(angles->y), angles->z)); // Next, create a rotation matrix from that quaternion glm::mat4 rotation; rotation = glm::mat4_cast(q); // Transform the original vectors by the rotation matrix to get the new vectors glm::vec4 qup(0,1,0,0); glm::vec4 qright(-1,0,0,0); glm::vec4 qfront(0,0,1,0); glm::vec4 upNew = qup*rotation; glm::vec4 rightNew = qright*rotation; glm::vec4 frontNew = qfront*rotation; // Copy the answers to output vectors up->x = upNew.x; up->y = upNew.y; up->z = upNew.z; right->x = rightNew.x; right->y = rightNew.y; right->z = rightNew.z; front->x = frontNew.x; front->y = frontNew.y; front->z = frontNew.z; } // Return the azimuth angle in degrees between two points. float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) { return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf; } // 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. float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw) { return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) * 180.0f / PIf + render_yaw + head_yaw; } void render_vector(glm::vec3 * vec) { // Show edge of world glDisable(GL_LIGHTING); glColor4f(1.0, 1.0, 1.0, 1.0); glLineWidth(1.0); glBegin(GL_LINES); // Draw axes glColor3f(1,0,0); glVertex3f(-1,0,0); glVertex3f(1,0,0); glColor3f(0,1,0); glVertex3f(0,-1,0); glVertex3f(0, 1, 0); glColor3f(0,0,1); glVertex3f(0,0,-1); glVertex3f(0, 0, 1); // Draw vector glColor3f(1,1,1); glVertex3f(0,0,0); glVertex3f(vec->x, vec->y, vec->z); // Draw marker dots for magnitude glEnd(); float particleAttenuationQuadratic[] = { 0.0f, 0.0f, 2.0f }; // larger Z = smaller particles glPointParameterfvARB( GL_POINT_DISTANCE_ATTENUATION_ARB, particleAttenuationQuadratic ); glEnable(GL_POINT_SMOOTH); glPointSize(10.0); glBegin(GL_POINTS); glColor3f(1,0,0); glVertex3f(vec->x,0,0); glColor3f(0,1,0); glVertex3f(0,vec->y,0); glColor3f(0,0,1); glVertex3f(0,0,vec->z); glEnd(); } void render_world_box() { // Show edge of world glDisable(GL_LIGHTING); glColor4f(1.0, 1.0, 1.0, 1.0); glLineWidth(1.0); glBegin(GL_LINES); glColor3f(1,0,0); glVertex3f(0,0,0); glVertex3f(WORLD_SIZE,0,0); glColor3f(0,1,0); glVertex3f(0,0,0); glVertex3f(0, WORLD_SIZE, 0); glColor3f(0,0,1); glVertex3f(0,0,0); glVertex3f(0, 0, WORLD_SIZE); glEnd(); // Draw little marker dots along the axis glEnable(GL_LIGHTING); glPushMatrix(); glTranslatef(WORLD_SIZE,0,0); glColor3f(1,0,0); glutSolidSphere(0.125,10,10); glPopMatrix(); glPushMatrix(); glTranslatef(0,WORLD_SIZE,0); glColor3f(0,1,0); glutSolidSphere(0.125,10,10); glPopMatrix(); glPushMatrix(); glTranslatef(0,0,WORLD_SIZE); glColor3f(0,0,1); glutSolidSphere(0.125,10,10); glPopMatrix(); } double diffclock(timeval *clock1,timeval *clock2) { double diffms = (clock2->tv_sec - clock1->tv_sec) * 1000.0; diffms += (clock2->tv_usec - clock1->tv_usec) / 1000.0; // us to ms return diffms; } int widthText(float scale, int mono, char const* string) { int width = 0; if (!mono) { width = scale * glutStrokeLength(GLUT_STROKE_ROMAN, (const unsigned char *) string); } else { #ifndef WORKAROUND_BROKEN_GLUT_STROKES width = scale * glutStrokeLength(GLUT_STROKE_MONO_ROMAN, (const unsigned char *) string); #else // return value is unreliable, so just calculate it width = scale * float(strlen(string)) * MONO_STROKE_WIDTH_GLUT; #endif } return width; } void drawtext(int x, int y, float scale, float rotate, float thick, int mono, char const* string, float r, float g, float b) { // // Draws text on screen as stroked so it can be resized // int len, i; glPushMatrix(); glTranslatef( static_cast(x), static_cast(y), 0.0f); glColor3f(r,g,b); glRotated(180+rotate,0,0,1); glRotated(180,0,1,0); glLineWidth(thick); glScalef(scale, scale, 1.0); len = (int) strlen(string); for (i = 0; i < len; i++) { if (!mono) { glutStrokeCharacter(GLUT_STROKE_ROMAN, int(string[i])); } else { #ifdef WORKAROUND_BROKEN_GLUT_STROKES if (string[i] != 'm') { #endif glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, int(string[i])); #ifdef WORKAROUND_BROKEN_GLUT_STROKES } else { // some glut implementations have a broken 'm'... unsigned char tmpStr[2]; tmpStr[0] = string[i]; tmpStr[1] = '\0'; float scale = MONO_STROKE_WIDTH_GLUT / glutStrokeLength(GLUT_STROKE_ROMAN, tmpStr); glScalef(scale, 1.0f, 1.0f); glutStrokeCharacter(GLUT_STROKE_ROMAN, int(string[i])); // staying humble on the stack - might be in projection mode glScalef(1.0f / scale, 1.0f, 1.0f); } #endif } } glPopMatrix(); } void drawvec3(int x, int y, float scale, float rotate, float thick, int mono, glm::vec3 vec, float r, float g, float b) { // // Draws text on screen as stroked so it can be resized // char vectext[20]; sprintf(vectext,"%3.1f,%3.1f,%3.1f", vec.x, vec.y, vec.z); int len, i; glPushMatrix(); glTranslatef(static_cast(x), static_cast(y), 0); glColor3f(r,g,b); glRotated(180+rotate,0,0,1); glRotated(180,0,1,0); glLineWidth(thick); glScalef(scale, scale, 1.0); len = (int) strlen(vectext); for (i = 0; i < len; i++) { if (!mono) glutStrokeCharacter(GLUT_STROKE_ROMAN, int(vectext[i])); else glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, int(vectext[i])); } glPopMatrix(); } void drawGroundPlaneGrid( float size, int resolution ) { glColor3f( 0.4f, 0.5f, 0.3f ); glLineWidth(2.0); float gridSize = 10.0; int gridResolution = 20; for (int g=0; g