150 lines
5.2 KiB
C++
150 lines
5.2 KiB
C++
/*
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* Copyright 2014 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "tango-gl/band.h"
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#include "tango-gl/util.h"
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namespace tango_gl {
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// Set band resolution to 0.01m(1cm) when using UpdateVertexArray()
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static const float kMinDistanceSquared = 0.0001f;
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Band::Band(const unsigned int max_length)
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: band_width_(0.2), max_length_(max_length) {
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SetShader();
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vertices_v_.reserve(max_length);
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pivot_left = glm::vec3(0, 0, 0);
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pivot_right = glm::vec3(0, 0, 0);
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}
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void Band::SetWidth(const float width) {
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band_width_ = width;
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}
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void Band::UpdateVertexArray(const glm::mat4 m, BandMode mode) {
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// First 2 vertices of a band + 3 arrow head vertices.
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bool need_to_initialize = (vertices_v_.size() < 5);
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bool sufficient_delta = false;
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if (!need_to_initialize) {
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// Band head is the first two vertices after arrow head.
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glm::vec3 band_front = 0.5f * (vertices_v_[vertices_v_.size() - 4] +
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vertices_v_[vertices_v_.size() - 5]);
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sufficient_delta = kMinDistanceSquared <
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util::DistanceSquared(band_front, util::GetTranslationFromMatrix(m));
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}
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if (need_to_initialize || sufficient_delta) {
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glm::vec3 left = glm::vec3(-band_width_ * 0.5f, 0, 0);
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glm::vec3 right = glm::vec3(band_width_ * 0.5f, 0, 0);
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glm::vec3 arrow_left = glm::vec3(-band_width_ * 0.75f, 0, 0);
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glm::vec3 arrow_right = glm::vec3(band_width_ * 0.75f, 0, 0);
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glm::vec3 arrow_front = glm::vec3(0, 0, -band_width_ * 0.75f);
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// If keep right pivot point, or normal mode,
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// then only update left pivot point.
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if (mode == BandMode::kNormal || mode == BandMode::kKeepRight) {
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pivot_left = util::ApplyTransform(m, left);
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}
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// If keep left pivot point, or normal mode,
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// then only update right pivot point.
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if (mode == BandMode::kNormal || mode == BandMode::kKeepLeft) {
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pivot_right = util::ApplyTransform(m, right);
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}
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glm::mat4 head_m = m;
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if (mode != BandMode::kNormal) {
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glm::vec3 up = glm::vec3(0, 1.0f, 0);
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glm::vec3 position = 0.5f * (pivot_left + pivot_right);
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glm::vec3 heading = glm::cross(up, pivot_right-pivot_left);
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head_m = glm::inverse(glm::lookAt(glm::vec3(0, 0, 0), heading, up));
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head_m[3][0] = position.x;
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head_m[3][1] = position.y;
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head_m[3][2] = position.z;
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}
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if (need_to_initialize) {
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vertices_v_.resize(5);
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} else {
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vertices_v_.resize(vertices_v_.size() + 2);
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}
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size_t insertion_start = vertices_v_.size() - 5;
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vertices_v_[insertion_start + 0] = pivot_left;
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vertices_v_[insertion_start + 1] = pivot_right;
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vertices_v_[insertion_start + 2] = util::ApplyTransform(head_m, arrow_left);
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vertices_v_[insertion_start + 3] = util::ApplyTransform(head_m, arrow_right);
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vertices_v_[insertion_start + 4] = util::ApplyTransform(head_m, arrow_front);
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if (vertices_v_.size() > max_length_) {
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vertices_v_.erase(vertices_v_.begin(), vertices_v_.begin() + 2);
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}
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}
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}
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void Band::UpdateVertexArray(const glm::mat4 m) {
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// Defualt to call update with normal mode.
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UpdateVertexArray(m, BandMode::kNormal);
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}
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void Band::SetVertexArray(const std::vector<glm::vec3>& v,
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const glm::vec3& up) {
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vertices_v_.clear();
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vertices_v_.reserve(2 * v.size());
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if (v.size() < 2)
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return;
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for (size_t i = 0; i < v.size() - 1; ++i) {
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glm::vec3 gl_p_world_a = v[i];
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glm::vec3 gl_p_world_b = v[i + 1];
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glm::vec3 dir = glm::normalize(gl_p_world_b - gl_p_world_a);
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glm::vec3 left = glm::cross(up, dir);
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glm::normalize(left);
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vertices_v_.push_back(gl_p_world_a + (band_width_ / 2.0f * left));
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vertices_v_.push_back(gl_p_world_a - (band_width_ / 2.0f * left));
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// Cap the end of the path.
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if (i == v.size() - 2) {
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vertices_v_.push_back(gl_p_world_b + (band_width_ / 2.0f * left));
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vertices_v_.push_back(gl_p_world_b - (band_width_ / 2.0f * left));
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}
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}
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}
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void Band::ClearVertexArray() { vertices_v_.clear(); }
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void Band::Render(const glm::mat4& projection_mat,
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const glm::mat4& view_mat) const {
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glUseProgram(shader_program_);
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glm::mat4 model_mat = GetTransformationMatrix();
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glm::mat4 mvp_mat = projection_mat * view_mat * model_mat;
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glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
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glUniform4f(uniform_color_, red_, green_, blue_, alpha_);
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glEnableVertexAttribArray(attrib_vertices_);
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glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE,
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sizeof(glm::vec3), &vertices_v_[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices_v_.size());
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glDisableVertexAttribArray(attrib_vertices_);
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glUseProgram(0);
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}
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} // namespace tango_gl
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