/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
-#if !defined(INCLUDED_PIVOT_H)
+#if !defined( INCLUDED_PIVOT_H )
#define INCLUDED_PIVOT_H
#include "math/matrix.h"
-inline void billboard_viewplaneOriented(Matrix4& rotation, const Matrix4& world2screen)
-{
+inline void billboard_viewplaneOriented( Matrix4& rotation, const Matrix4& world2screen ){
#if 1
- rotation = g_matrix4_identity;
- Vector3 x(vector3_normalised(vector4_to_vector3(world2screen.x())));
- Vector3 y(vector3_normalised(vector4_to_vector3(world2screen.y())));
- Vector3 z(vector3_normalised(vector4_to_vector3(world2screen.z())));
- vector4_to_vector3(rotation.y()) = Vector3(x.y(), y.y(), z.y());
- vector4_to_vector3(rotation.z()) = vector3_negated(Vector3(x.z(), y.z(), z.z()));
- vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z())));
- vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x()));
+ rotation = g_matrix4_identity;
+ Vector3 x( vector3_normalised( vector4_to_vector3( world2screen.x() ) ) );
+ Vector3 y( vector3_normalised( vector4_to_vector3( world2screen.y() ) ) );
+ Vector3 z( vector3_normalised( vector4_to_vector3( world2screen.z() ) ) );
+ vector4_to_vector3( rotation.y() ) = Vector3( x.y(), y.y(), z.y() );
+ vector4_to_vector3( rotation.z() ) = vector3_negated( Vector3( x.z(), y.z(), z.z() ) );
+ vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
+ vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
#else
- Matrix4 screen2world(matrix4_full_inverse(world2screen));
-
- Vector3 near_(
- vector4_projected(
- matrix4_transformed_vector4(
- screen2world,
- Vector4(0, 0, -1, 1)
- )
- )
- );
-
- Vector3 far_(
- vector4_projected(
- matrix4_transformed_vector4(
- screen2world,
- Vector4(0, 0, 1, 1)
- )
- )
- );
-
- Vector3 up(
- vector4_projected(
- matrix4_transformed_vector4(
- screen2world,
- Vector4(0, 1, -1, 1)
- )
- )
- );
-
- rotation = g_matrix4_identity;
- vector4_to_vector3(rotation.y()) = vector3_normalised(vector3_subtracted(up, near_));
- vector4_to_vector3(rotation.z()) = vector3_normalised(vector3_subtracted(near_, far_));
- vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z())));
- vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x()));
+ Matrix4 screen2world( matrix4_full_inverse( world2screen ) );
+
+ Vector3 near_(
+ vector4_projected(
+ matrix4_transformed_vector4(
+ screen2world,
+ Vector4( 0, 0, -1, 1 )
+ )
+ )
+ );
+
+ Vector3 far_(
+ vector4_projected(
+ matrix4_transformed_vector4(
+ screen2world,
+ Vector4( 0, 0, 1, 1 )
+ )
+ )
+ );
+
+ Vector3 up(
+ vector4_projected(
+ matrix4_transformed_vector4(
+ screen2world,
+ Vector4( 0, 1, -1, 1 )
+ )
+ )
+ );
+
+ rotation = g_matrix4_identity;
+ vector4_to_vector3( rotation.y() ) = vector3_normalised( vector3_subtracted( up, near_ ) );
+ vector4_to_vector3( rotation.z() ) = vector3_normalised( vector3_subtracted( near_, far_ ) );
+ vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
+ vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
#endif
}
-inline void billboard_viewpointOriented(Matrix4& rotation, const Matrix4& world2screen)
-{
- Matrix4 screen2world(matrix4_full_inverse(world2screen));
+inline void billboard_viewpointOriented( Matrix4& rotation, const Matrix4& world2screen ){
+ Matrix4 screen2world( matrix4_full_inverse( world2screen ) );
#if 1
- rotation = g_matrix4_identity;
- vector4_to_vector3(rotation.y()) = vector3_normalised(vector4_to_vector3(screen2world.y()));
- vector4_to_vector3(rotation.z()) = vector3_negated(vector3_normalised(vector4_to_vector3(screen2world.z())));
- vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z())));
- vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x()));
+ rotation = g_matrix4_identity;
+ vector4_to_vector3( rotation.y() ) = vector3_normalised( vector4_to_vector3( screen2world.y() ) );
+ vector4_to_vector3( rotation.z() ) = vector3_negated( vector3_normalised( vector4_to_vector3( screen2world.z() ) ) );
+ vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
+ vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
#else
- Vector3 near_(
- vector4_projected(
- matrix4_transformed_vector4(
- screen2world,
- Vector4(world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], -1, 1)
- )
- )
- );
-
- Vector3 far_(
- vector4_projected(
- matrix4_transformed_vector4(
- screen2world,
- Vector4(world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], 1, 1)
- )
- )
- );
-
- Vector3 up(
- vector4_projected(
- matrix4_transformed_vector4(
- screen2world,
- Vector4(world2screen[12] / world2screen[15], world2screen[13] / world2screen[15] + 1, -1, 1)
- )
- )
- );
-
- rotation = g_matrix4_identity;
- vector4_to_vector3(rotation.y()) = vector3_normalised(vector3_subtracted(up, near_));
- vector4_to_vector3(rotation.z()) = vector3_normalised(vector3_subtracted(near_, far_));
- vector4_to_vector3(rotation.x()) = vector3_normalised(vector3_cross(vector4_to_vector3(rotation.y()), vector4_to_vector3(rotation.z())));
- vector4_to_vector3(rotation.y()) = vector3_cross(vector4_to_vector3(rotation.z()), vector4_to_vector3(rotation.x()));
+ Vector3 near_(
+ vector4_projected(
+ matrix4_transformed_vector4(
+ screen2world,
+ Vector4( world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], -1, 1 )
+ )
+ )
+ );
+
+ Vector3 far_(
+ vector4_projected(
+ matrix4_transformed_vector4(
+ screen2world,
+ Vector4( world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], 1, 1 )
+ )
+ )
+ );
+
+ Vector3 up(
+ vector4_projected(
+ matrix4_transformed_vector4(
+ screen2world,
+ Vector4( world2screen[12] / world2screen[15], world2screen[13] / world2screen[15] + 1, -1, 1 )
+ )
+ )
+ );
+
+ rotation = g_matrix4_identity;
+ vector4_to_vector3( rotation.y() ) = vector3_normalised( vector3_subtracted( up, near_ ) );
+ vector4_to_vector3( rotation.z() ) = vector3_normalised( vector3_subtracted( near_, far_ ) );
+ vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
+ vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
#endif
}
-inline void ConstructObject2Screen(Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen)
-{
- object2screen = device2screen;
- matrix4_multiply_by_matrix4(object2screen, view2device);
- matrix4_multiply_by_matrix4(object2screen, world2view);
- matrix4_multiply_by_matrix4(object2screen, object2world);
+inline void ConstructObject2Screen( Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen ){
+ object2screen = device2screen;
+ matrix4_multiply_by_matrix4( object2screen, view2device );
+ matrix4_multiply_by_matrix4( object2screen, world2view );
+ matrix4_multiply_by_matrix4( object2screen, object2world );
}
-inline void ConstructObject2Device(Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device)
-{
- object2screen = view2device;
- matrix4_multiply_by_matrix4(object2screen, world2view);
- matrix4_multiply_by_matrix4(object2screen, object2world);
+inline void ConstructObject2Device( Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device ){
+ object2screen = view2device;
+ matrix4_multiply_by_matrix4( object2screen, world2view );
+ matrix4_multiply_by_matrix4( object2screen, object2world );
}
-inline void ConstructDevice2Object(Matrix4& device2object, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device)
-{
- ConstructObject2Device(device2object, object2world, world2view, view2device);
- matrix4_full_invert(device2object);
+inline void ConstructDevice2Object( Matrix4& device2object, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device ){
+ ConstructObject2Device( device2object, object2world, world2view, view2device );
+ matrix4_full_invert( device2object );
}
//! S = ( Inverse(Object2Screen *post ScaleOf(Object2Screen) ) *post Object2Screen
-inline void pivot_scale(Matrix4& scale, const Matrix4& pivot2screen)
-{
- Matrix4 pre_scale(g_matrix4_identity);
- pre_scale[0] = static_cast<float>(vector3_length(vector4_to_vector3(pivot2screen.x())));
- pre_scale[5] = static_cast<float>(vector3_length(vector4_to_vector3(pivot2screen.y())));
- pre_scale[10] = static_cast<float>(vector3_length(vector4_to_vector3(pivot2screen.z())));
-
- scale = pivot2screen;
- matrix4_multiply_by_matrix4(scale, pre_scale);
- matrix4_full_invert(scale);
- matrix4_multiply_by_matrix4(scale, pivot2screen);
+inline void pivot_scale( Matrix4& scale, const Matrix4& pivot2screen ){
+ Matrix4 pre_scale( g_matrix4_identity );
+ pre_scale[0] = static_cast<float>( vector3_length( vector4_to_vector3( pivot2screen.x() ) ) );
+ pre_scale[5] = static_cast<float>( vector3_length( vector4_to_vector3( pivot2screen.y() ) ) );
+ pre_scale[10] = static_cast<float>( vector3_length( vector4_to_vector3( pivot2screen.z() ) ) );
+
+ scale = pivot2screen;
+ matrix4_multiply_by_matrix4( scale, pre_scale );
+ matrix4_full_invert( scale );
+ matrix4_multiply_by_matrix4( scale, pivot2screen );
}
// scale by (inverse) W
-inline void pivot_perspective(Matrix4& scale, const Matrix4& pivot2screen)
-{
- scale = g_matrix4_identity;
- scale[0] = scale[5] = scale[10] = pivot2screen[15];
+inline void pivot_perspective( Matrix4& scale, const Matrix4& pivot2screen ){
+ scale = g_matrix4_identity;
+ scale[0] = scale[5] = scale[10] = pivot2screen[15];
}
-inline void ConstructDevice2Manip(Matrix4& device2manip, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen)
-{
- Matrix4 pivot2screen;
- ConstructObject2Screen(pivot2screen, object2world, world2view, view2device, device2screen);
+inline void ConstructDevice2Manip( Matrix4& device2manip, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen ){
+ Matrix4 pivot2screen;
+ ConstructObject2Screen( pivot2screen, object2world, world2view, view2device, device2screen );
- ConstructObject2Device(device2manip, object2world, world2view, view2device);
+ ConstructObject2Device( device2manip, object2world, world2view, view2device );
- Matrix4 scale;
- pivot_scale(scale, pivot2screen);
- matrix4_multiply_by_matrix4(device2manip, scale);
- pivot_perspective(scale, pivot2screen);
- matrix4_multiply_by_matrix4(device2manip, scale);
+ Matrix4 scale;
+ pivot_scale( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( device2manip, scale );
+ pivot_perspective( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( device2manip, scale );
- matrix4_full_invert(device2manip);
+ matrix4_full_invert( device2manip );
}
-inline void Pivot2World_worldSpace(Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport)
-{
- manip2world = pivot2world;
-
- Matrix4 pivot2screen;
- ConstructObject2Screen(pivot2screen, pivot2world, modelview, projection, viewport);
-
- Matrix4 scale;
- pivot_scale(scale, pivot2screen);
- matrix4_multiply_by_matrix4(manip2world, scale);
- pivot_perspective(scale, pivot2screen);
- matrix4_multiply_by_matrix4(manip2world, scale);
+inline void Pivot2World_worldSpace( Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){
+ manip2world = pivot2world;
+
+ Matrix4 pivot2screen;
+ ConstructObject2Screen( pivot2screen, pivot2world, modelview, projection, viewport );
+
+ Matrix4 scale;
+ pivot_scale( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( manip2world, scale );
+ pivot_perspective( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( manip2world, scale );
}
-inline void Pivot2World_viewpointSpace(Matrix4& manip2world, Vector3& axis, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport)
-{
- manip2world = pivot2world;
+inline void Pivot2World_viewpointSpace( Matrix4& manip2world, Vector3& axis, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){
+ manip2world = pivot2world;
- Matrix4 pivot2screen;
- ConstructObject2Screen(pivot2screen, pivot2world, modelview, projection, viewport);
+ Matrix4 pivot2screen;
+ ConstructObject2Screen( pivot2screen, pivot2world, modelview, projection, viewport );
- Matrix4 scale;
- pivot_scale(scale, pivot2screen);
- matrix4_multiply_by_matrix4(manip2world, scale);
+ Matrix4 scale;
+ pivot_scale( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( manip2world, scale );
- billboard_viewpointOriented(scale, pivot2screen);
- axis = vector4_to_vector3(scale.z());
- matrix4_multiply_by_matrix4(manip2world, scale);
+ billboard_viewpointOriented( scale, pivot2screen );
+ axis = vector4_to_vector3( scale.z() );
+ matrix4_multiply_by_matrix4( manip2world, scale );
- pivot_perspective(scale, pivot2screen);
- matrix4_multiply_by_matrix4(manip2world, scale);
+ pivot_perspective( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( manip2world, scale );
}
-inline void Pivot2World_viewplaneSpace(Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport)
-{
- manip2world = pivot2world;
+inline void Pivot2World_viewplaneSpace( Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){
+ manip2world = pivot2world;
- Matrix4 pivot2screen;
- ConstructObject2Screen(pivot2screen, pivot2world, modelview, projection, viewport);
+ Matrix4 pivot2screen;
+ ConstructObject2Screen( pivot2screen, pivot2world, modelview, projection, viewport );
- Matrix4 scale;
- pivot_scale(scale, pivot2screen);
- matrix4_multiply_by_matrix4(manip2world, scale);
+ Matrix4 scale;
+ pivot_scale( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( manip2world, scale );
- billboard_viewplaneOriented(scale, pivot2screen);
- matrix4_multiply_by_matrix4(manip2world, scale);
+ billboard_viewplaneOriented( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( manip2world, scale );
- pivot_perspective(scale, pivot2screen);
- matrix4_multiply_by_matrix4(manip2world, scale);
+ pivot_perspective( scale, pivot2screen );
+ matrix4_multiply_by_matrix4( manip2world, scale );
}
#include "cullable.h"
#include "render.h"
-const Colour4b g_colour_x(255, 0, 0, 255);
-const Colour4b g_colour_y(0, 255, 0, 255);
-const Colour4b g_colour_z(0, 0, 255, 255);
+const Colour4b g_colour_x( 255, 0, 0, 255 );
+const Colour4b g_colour_y( 0, 255, 0, 255 );
+const Colour4b g_colour_z( 0, 0, 255, 255 );
class Shader;
class RenderablePivot : public OpenGLRenderable
{
- VertexBuffer<PointVertex> m_vertices;
+VertexBuffer<PointVertex> m_vertices;
public:
- mutable Matrix4 m_localToWorld;
- typedef Static<Shader*> StaticShader;
- static Shader* getShader()
- {
- return StaticShader::instance();
- }
-
- RenderablePivot()
- {
- m_vertices.reserve(6);
-
- m_vertices.push_back(PointVertex(Vertex3f(0, 0, 0), g_colour_x));
- m_vertices.push_back(PointVertex(Vertex3f(16, 0, 0), g_colour_x));
-
- m_vertices.push_back(PointVertex(Vertex3f(0, 0, 0), g_colour_y));
- m_vertices.push_back(PointVertex(Vertex3f(0, 16, 0), g_colour_y));
-
- m_vertices.push_back(PointVertex(Vertex3f(0, 0, 0), g_colour_z));
- m_vertices.push_back(PointVertex(Vertex3f(0, 0, 16), g_colour_z));
- }
-
- void render(RenderStateFlags state) const
- {
- if(m_vertices.size() == 0) return;
- if(m_vertices.data() == 0) return;
- glVertexPointer(3, GL_FLOAT, sizeof(PointVertex), &m_vertices.data()->vertex);
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(PointVertex), &m_vertices.data()->colour);
- glDrawArrays(GL_LINES, 0, m_vertices.size());
- }
-
- void render(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const
- {
- renderer.PushState();
-
- Pivot2World_worldSpace(m_localToWorld, localToWorld, volume.GetModelview(), volume.GetProjection(), volume.GetViewport());
-
- renderer.Highlight(Renderer::ePrimitive, false);
- renderer.SetState(getShader(), Renderer::eWireframeOnly);
- renderer.SetState(getShader(), Renderer::eFullMaterials);
- renderer.addRenderable(*this, m_localToWorld);
-
- renderer.PopState();
- }
+mutable Matrix4 m_localToWorld;
+typedef Static<Shader*> StaticShader;
+static Shader* getShader(){
+ return StaticShader::instance();
+}
+
+RenderablePivot(){
+ m_vertices.reserve( 6 );
+
+ m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 0 ), g_colour_x ) );
+ m_vertices.push_back( PointVertex( Vertex3f( 16, 0, 0 ), g_colour_x ) );
+
+ m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 0 ), g_colour_y ) );
+ m_vertices.push_back( PointVertex( Vertex3f( 0, 16, 0 ), g_colour_y ) );
+
+ m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 0 ), g_colour_z ) );
+ m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 16 ), g_colour_z ) );
+}
+
+void render( RenderStateFlags state ) const {
+ if ( m_vertices.size() == 0 ) {
+ return;
+ }
+ if ( m_vertices.data() == 0 ) {
+ return;
+ }
+ glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex );
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_vertices.data()->colour );
+ glDrawArrays( GL_LINES, 0, m_vertices.size() );
+}
+
+void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld ) const {
+ renderer.PushState();
+
+ Pivot2World_worldSpace( m_localToWorld, localToWorld, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
+
+ renderer.Highlight( Renderer::ePrimitive, false );
+ renderer.SetState( getShader(), Renderer::eWireframeOnly );
+ renderer.SetState( getShader(), Renderer::eFullMaterials );
+ renderer.addRenderable( *this, m_localToWorld );
+
+ renderer.PopState();
+}
};