celestia/src/celengine/axisarrow.cpp

474 lines
11 KiB
C++

// axisarrow.cpp
//
// Copyright (C) 2007-2009, Celestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// This program 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.
#include <algorithm>
#include <celmath/mathlib.h>
#include <GL/glew.h>
#include "vecgl.h"
#include "axisarrow.h"
#include "selection.h"
#include "frame.h"
#include "body.h"
#include "timelinephase.h"
using namespace Eigen;
using namespace std;
static const unsigned int MaxArrowSections = 100;
static void RenderArrow(float shaftLength,
float headLength,
float shaftRadius,
float headRadius,
unsigned int nSections)
{
float sintab[MaxArrowSections];
float costab[MaxArrowSections];
unsigned int i;
nSections = min(MaxArrowSections, nSections);
// Initialize the trig tables
for (i = 0; i < nSections; i++)
{
double theta = (i * 2.0 * PI) / nSections;
sintab[i] = (float) sin(theta);
costab[i] = (float) cos(theta);
}
// Render the circle at the botton of the arrow shaft
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, 0.0f);
for (i = 0; i <= nSections; i++)
{
unsigned int n = (nSections - i) % nSections;
glVertex3f(shaftRadius * costab[n], shaftRadius * sintab[n], 0.0f);
}
glEnd();
// Render the arrow shaft
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= nSections; i++)
{
unsigned int n = i % nSections;
glVertex3f(shaftRadius * costab[n], shaftRadius * sintab[n], shaftLength);
glVertex3f(shaftRadius * costab[n], shaftRadius * sintab[n], 0.0f);
}
glEnd();
// Render the annulus
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= nSections; i++)
{
unsigned int n = i % nSections;
glVertex3f(headRadius * costab[n], headRadius * sintab[n], shaftLength);
glVertex3f(shaftRadius * costab[n], shaftRadius * sintab[n], shaftLength);
}
glEnd();
// Render the head of the arrow
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, shaftLength + headLength);
for (i = 0; i <= nSections; i++)
{
unsigned int n = i % nSections;
glVertex3f(headRadius * costab[n], headRadius * sintab[n], shaftLength);
}
glEnd();
}
// Draw letter x in xz plane
static void RenderX()
{
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 1);
glVertex3f(1, 0, 0);
glVertex3f(0, 0, 1);
glEnd();
}
// Draw letter y in xz plane
static void RenderY()
{
glBegin(GL_LINES);
glVertex3f(0, 0, 1);
glVertex3f(0.5f, 0, 0.5f);
glVertex3f(1, 0, 1);
glVertex3f(0.5f, 0, 0.5f);
glVertex3f(0.5f, 0, 0);
glVertex3f(0.5f, 0, 0.5f);
glEnd();
}
// Draw letter z in xz plane
static void RenderZ()
{
glBegin(GL_LINE_STRIP);
glVertex3f(0, 0, 1);
glVertex3f(1, 0, 1);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glEnd();
}
/****** ArrowReferenceMark base class ******/
ArrowReferenceMark::ArrowReferenceMark(const Body& _body) :
body(_body),
size(1.0),
color(1.0f, 1.0f, 1.0f),
#ifdef USE_HDR
opacity(0.0f)
#else
opacity(1.0f)
#endif
{
}
void
ArrowReferenceMark::setSize(float _size)
{
size = _size;
}
void
ArrowReferenceMark::setColor(Color _color)
{
color = _color;
}
void
ArrowReferenceMark::render(Renderer* /* renderer */,
const Vector3f& /* position */,
float /* discSize */,
double tdb) const
{
Vector3d v = getDirection(tdb);
if (v.norm() < 1.0e-12)
{
// Skip rendering of zero-length vectors
return;
}
v.normalize();
Quaterniond q;
q.setFromTwoVectors(Vector3d::UnitZ(), v);
if (opacity == 1.0f)
{
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
else
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
#ifdef USE_HDR
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
#else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif
}
glPushMatrix();
glRotate(q.cast<float>());
glScalef(size, size, size);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
float shaftLength = 0.85f;
float headLength = 0.10f;
float shaftRadius = 0.010f;
float headRadius = 0.025f;
unsigned int nSections = 30;
glColor4f(color.red(), color.green(), color.blue(), opacity);
RenderArrow(shaftLength, headLength, shaftRadius, headRadius, nSections);
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
/****** AxesReferenceMark base class ******/
AxesReferenceMark::AxesReferenceMark(const Body& _body) :
body(_body),
size(),
#ifdef USE_HDR
opacity(0.0f)
#else
opacity(1.0f)
#endif
{
}
void
AxesReferenceMark::setSize(float _size)
{
size = _size;
}
void
AxesReferenceMark::setOpacity(float _opacity)
{
opacity = _opacity;
#ifdef USE_HDR
opacity = 1.0f - opacity;
#endif
}
void
AxesReferenceMark::render(Renderer* /* renderer */,
const Vector3f& /* position */,
float /* discSize */,
double tdb) const
{
Quaterniond q = getOrientation(tdb);
if (opacity == 1.0f)
{
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
else
{
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
#ifdef USE_HDR
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
#else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif
}
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glRotate(q.cast<float>());
glScalef(size, size, size);
glDisable(GL_LIGHTING);
#if 0
// Simple line axes
glBegin(GL_LINES);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(-1.0f, 0.0f, 0.0f);
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
#endif
float shaftLength = 0.85f;
float headLength = 0.10f;
float shaftRadius = 0.010f;
float headRadius = 0.025f;
unsigned int nSections = 30;
float labelScale = 0.1f;
// x-axis
glPushMatrix();
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
glColor4f(1.0f, 0.0f, 0.0f, opacity);
RenderArrow(shaftLength, headLength, shaftRadius, headRadius, nSections);
glTranslatef(0.1f, 0.0f, 0.75f);
glScalef(labelScale, labelScale, labelScale);
RenderX();
glPopMatrix();
// y-axis
glPushMatrix();
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
glColor4f(0.0f, 1.0f, 0.0f, opacity);
RenderArrow(shaftLength, headLength, shaftRadius, headRadius, nSections);
glTranslatef(0.1f, 0.0f, 0.75f);
glScalef(labelScale, labelScale, labelScale);
RenderY();
glPopMatrix();
// z-axis
glPushMatrix();
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
glColor4f(0.0f, 0.0f, 1.0f, opacity);
RenderArrow(shaftLength, headLength, shaftRadius, headRadius, nSections);
glTranslatef(0.1f, 0.0f, 0.75f);
glScalef(labelScale, labelScale, labelScale);
RenderZ();
glPopMatrix();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
/****** VelocityVectorArrow implementation ******/
VelocityVectorArrow::VelocityVectorArrow(const Body& _body) :
ArrowReferenceMark(_body)
{
setTag("velocity vector");
setColor(Color(0.6f, 0.6f, 0.9f));
setSize(body.getRadius() * 2.0f);
}
Vector3d
VelocityVectorArrow::getDirection(double tdb) const
{
const TimelinePhase* phase = body.getTimeline()->findPhase(tdb);
return phase->orbitFrame()->getOrientation(tdb).conjugate() * phase->orbit()->velocityAtTime(tdb);
}
/****** SunDirectionArrow implementation ******/
SunDirectionArrow::SunDirectionArrow(const Body& _body) :
ArrowReferenceMark(_body)
{
setTag("sun direction");
setColor(Color(1.0f, 1.0f, 0.4f));
setSize(body.getRadius() * 2.0f);
}
Vector3d
SunDirectionArrow::getDirection(double tdb) const
{
const Body* b = &body;
Star* sun = NULL;
while (b != NULL)
{
Selection center = b->getOrbitFrame(tdb)->getCenter();
if (center.star() != NULL)
sun = center.star();
b = center.body();
}
if (sun != NULL)
{
return Selection(sun).getPosition(tdb).offsetFromKm(body.getPosition(tdb));
}
else
{
return Vector3d::Zero();
}
}
/****** SpinVectorArrow implementation ******/
SpinVectorArrow::SpinVectorArrow(const Body& _body) :
ArrowReferenceMark(_body)
{
setTag("spin vector");
setColor(Color(0.6f, 0.6f, 0.6f));
setSize(body.getRadius() * 2.0f);
}
Vector3d
SpinVectorArrow::getDirection(double tdb) const
{
const TimelinePhase* phase = body.getTimeline()->findPhase(tdb);
return phase->bodyFrame()->getOrientation(tdb).conjugate() * phase->rotationModel()->angularVelocityAtTime(tdb);
}
/****** BodyToBodyDirectionArrow implementation ******/
/*! Create a new body-to-body direction arrow pointing from the origin body toward
* the specified target object.
*/
BodyToBodyDirectionArrow::BodyToBodyDirectionArrow(const Body& _body, const Selection& _target) :
ArrowReferenceMark(_body),
target(_target)
{
setTag("body to body");
setColor(Color(0.0f, 0.5f, 0.0f));
setSize(body.getRadius() * 2.0f);
}
Vector3d
BodyToBodyDirectionArrow::getDirection(double tdb) const
{
return target.getPosition(tdb).offsetFromKm(body.getPosition(tdb));
}
/****** BodyAxisArrows implementation ******/
BodyAxisArrows::BodyAxisArrows(const Body& _body) :
AxesReferenceMark(_body)
{
setTag("body axes");
setOpacity(1.0);
setSize(body.getRadius() * 2.0f);
}
Quaterniond
BodyAxisArrows::getOrientation(double tdb) const
{
return (Quaterniond(AngleAxis<double>(PI, Vector3d::UnitY())) * body.getEclipticToBodyFixed(tdb)).conjugate();
}
/****** FrameAxisArrows implementation ******/
FrameAxisArrows::FrameAxisArrows(const Body& _body) :
AxesReferenceMark(_body)
{
setTag("frame axes");
setOpacity(0.5);
setSize(body.getRadius() * 2.0f);
}
Quaterniond
FrameAxisArrows::getOrientation(double tdb) const
{
return body.getEclipticToFrame(tdb).conjugate();
}