/* olcPGEX_Wireframe.h +-------------------------------------------------------------+ | OneLoneCoder Pixel Game Engine Extension | | Wireframe v1.0 | +-------------------------------------------------------------+ NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES What is this? ~~~~~~~~~~~~~ This extension provides drawing routines giving simple wireframe shapes and models constructed in a transform hierachy License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2022 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Links ~~~~~ YouTube: https://www.youtube.com/javidx9 Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2019, 2020, 2021, 2022 Revisions: 1.00: Initial Release */ #pragma once #ifndef OLC_PGEX_WIREFRAME_H #define OLC_PGEX_WIREFRAME_H #include "olcPixelGameEngine.h" namespace olc { #ifndef OLC_MAT3_DESC #define OLC_MAT3_DESC template struct mat3_generic { std::array m{ 0 }; constexpr size_t idx(size_t r, size_t c) const { return r * 3 + c; } T& operator()(size_t row, size_t col) { return m[idx(row, col)]; } const T& operator()(size_t row, size_t col) const { return m[idx(row, col)]; } mat3_generic() { identity(); } mat3_generic(const mat3_generic& m) = default; mat3_generic& operator=(const mat3_generic& m) = default; void clear() { std::fill(m.begin(), m.end(), T(0)); } void identity() { clear(); (*this)(0, 0) = 1; (*this)(1, 1) = 1; (*this)(2, 2) = 1; } void translate(float x, float y) { identity(); auto& m = (*this); m(2, 0) = x; m(2, 1) = y; } void translate(const olc::v2d_generic& v) { translate(v.x, v.y); } void scale(float x, float y) { identity(); auto& m = (*this); m(0, 0) = x; m(1, 1) = y; } void scale(const olc::v2d_generic& v) { return scale(v.x, v.y); } void rotate(float a) { identity(); auto& m = (*this); m(0, 0) = cos(a); m(0, 1) = sin(a); m(1, 0) = -m(0, 1); m(1, 1) = m(0, 0); } olc::v2d_generic operator * (const olc::v2d_generic& v) const { auto& m = *this; olc::v2d_generic vOut; vOut.x = m(0, 0) * v.x + m(1, 0) * v.y + m(2, 0) * T(1); vOut.y = m(0, 1) * v.x + m(1, 1) * v.y + m(2, 1) * T(1); T z = m(0, 2) * v.x + m(1, 2) * v.y + m(2, 2) * T(1); return (vOut / z); } mat3_generic operator * (const mat3_generic& rhs) const { auto& m = *this; mat3_generic out; for (size_t c = 0; c < 3; c++) for (size_t r = 0; r < 3; r++) out(r, c) = m(r, 0) * rhs(0, c) + m(r, 1) * rhs(1, c) + m(r, 2) * rhs(2, c); return out; } }; typedef mat3_generic Matrix2D; #endif namespace wire { typedef std::vector Mesh; //Mesh NullMesh; class Model { public: static constexpr uint8_t DRAW_ORIGIN = 0x01; static constexpr uint8_t DRAW_NODES = 0x02; static constexpr uint8_t DRAW_MEASURES = 0x04; public: Model() = default; public: void Attach(Model* child, const olc::vf2d& position = { 0.0f, 0.0f }, const float angle = 0.0f); void SetRotation(const float angle); void SetPosition(const olc::vf2d& position); void UpdateInWorld(const Matrix2D& matParent); olc::vf2d LocalToWorld(const olc::vf2d& local); void SetMesh(const Mesh& mesh); const Mesh& GetWorldPoints() const; const std::vector& GetChildren() const; protected: Mesh vLocalPoints;; Mesh vWorldPoints; olc::Matrix2D matLocalTranslation; olc::Matrix2D matLocalRotation; olc::Matrix2D matLocal; olc::Matrix2D matWorld; protected: std::vector vChildren; }; inline const Mesh MeshCircle(const float fRadius, const int nPoints = 100) { Mesh m; for (int i = 0; i < nPoints; i++) { float fTheta = (float(i) / float(nPoints)) * 2.0f * 3.14159f; m.push_back(olc::vf2d{ cos(fTheta), sin(fTheta) } *fRadius); } return m; } inline const Mesh MeshRectangle(const olc::vf2d& size, const olc::vf2d& offset = { 0.0f, 0.0f }) { return { -offset, {-offset.x + size.x, -offset.y}, -offset + size, {-offset.x, -offset.y + size.y} }; } inline const Mesh MeshGear(const int nTeeth, const float fOuterRadius, const float fInnerRadius) { Mesh m; for (int i = 0; i < nTeeth * 4; i++) { float fTheta = (float(i) / float(nTeeth * 4)) * 2.0f * 3.14159f; m.push_back(olc::vf2d{ cos(fTheta), sin(fTheta) } * 2.0f * (float((i / 2) % 2) ? fOuterRadius : fInnerRadius)); } return m; } template void DrawModel(T& render, Model& m, const olc::Pixel col = olc::BLACK, const uint8_t flags = -1) { const auto& points = m.GetWorldPoints(); for(size_t i = 0; i < points.size(); i++) render.DrawLine(points[i], points[(i+1)%points.size()], col); // Draw Nodes if (flags & Model::DRAW_NODES) for (size_t i = 0; i < points.size(); i++) render.FillCircle(points[i], render.ScaleToWorld({ 3,3 }).x, olc::RED); if (flags & Model::DRAW_ORIGIN) { render.FillCircle(m.LocalToWorld({ 0,0 }), render.ScaleToWorld({ 3,3 }).x, olc::BLUE); render.DrawLine( m.LocalToWorld({ 0,0 }), m.LocalToWorld(render.ScaleToWorld({ 10, 0 })), olc::BLUE); } // Draw Children for (auto& child : m.GetChildren()) DrawModel(render, *child, col, flags); } } } #ifdef OLC_PGEX_WIREFRAME #undef OLC_PGEX_WIREFRAME namespace olc { namespace wire { void Model::SetMesh(const Mesh& mesh) { vLocalPoints = mesh; vWorldPoints.clear(); vWorldPoints.resize(vLocalPoints.size()); } void Model::SetRotation(const float angle) { matLocalRotation.rotate(angle); matLocal = matLocalRotation * matLocalTranslation; } void Model::SetPosition(const olc::vf2d& position) { matLocalTranslation.translate(position); matLocal = matLocalRotation * matLocalTranslation; } void Model::Attach(Model* child, const olc::vf2d& position, const float angle) { if (child != nullptr) { child->SetPosition(position); child->SetRotation(angle); vChildren.push_back(child); } } olc::vf2d Model::LocalToWorld(const olc::vf2d& local) { return matWorld * local; } const Mesh& Model::GetWorldPoints() const { return vWorldPoints; } const std::vector& Model::GetChildren() const { return vChildren; } void Model::UpdateInWorld(const Matrix2D& matParent) { // Propagate matrix transform matWorld = matLocal * matParent; // Transform vertices for (size_t i = 0; i < vLocalPoints.size(); i++) { vWorldPoints[i] = matWorld * vLocalPoints[i]; } // Transform Children for (auto& child : vChildren) child->UpdateInWorld(matWorld); } } } #endif // OLC_PGEX_WIREFRAME #endif // OLC_PGEX_WIREFRAME_H