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#ifndef Magnum_DebugTools_ForceRenderer_h
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#define Magnum_DebugTools_ForceRenderer_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class Magnum::DebugTools::ForceRenderer, Magnum::DebugTools::ForceRendererOptions, typedef Magnum::DebugTools::ForceRenderer2D, Magnum::DebugTools::ForceRenderer3D
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*/
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#include "Color.h"
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#include "Resource.h"
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#include "SceneGraph/Drawable.h"
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#include "Shaders/Shaders.h"
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#include "magnumDebugToolsVisibility.h"
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namespace Magnum { namespace DebugTools {
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/**
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@brief Force renderer options
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See ForceRenderer documentation for more information.
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*/
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class ForceRendererOptions {
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public:
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inline constexpr ForceRendererOptions(): _color(1.0f), _size(1.0f) {}
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/** @brief Color of rendered arrow */
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inline constexpr Color4<> color() const { return _color; }
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/**
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* @brief Set color of rendered arrow
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* @return Pointer to self (for method chaining)
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*
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* Default is 100% opaque white.
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*/
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inline ForceRendererOptions* setColor(const Color4<>& color) {
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_color = color;
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return this;
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}
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/** @brief Scale of rendered arrow */
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inline constexpr Float scale() const { return _size; }
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/**
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* @brief Set scale of rendered arrow
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* @return Pointer to self (for method chaining)
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*
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* Default is `1.0f`.
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*/
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inline ForceRendererOptions* setSize(Float size) {
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_size = size;
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return this;
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}
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private:
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Color4<> _color;
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Float _size;
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};
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/**
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@brief Force renderer
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Visualizes force pushing on object by an arrow of the same direction and size.
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See @ref debug-tools-renderers for more information.
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@section ForceRenderer-usage Basic usage
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Example code:
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@code
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// Create some options
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DebugTools::ResourceManager::instance()->set("my", (new DebugTools::ForceRendererOptions)
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->setScale(5.0f)->setColor(Color3<>::fromHSV(120.0_degf, 1.0f, 0.7f)));
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// Create debug renderer for given object, use "my" options for it
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Object3D* object;
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Vector3 force;
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new DebugTools::ForceRenderer2D(object, {0.3f, 1.5f, -0.7f}, &force, "my", debugDrawables);
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@endcode
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@see ForceRenderer2D, ForceRenderer3D
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*/
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template<UnsignedInt dimensions> class MAGNUM_DEBUGTOOLS_EXPORT ForceRenderer: public SceneGraph::Drawable<dimensions> {
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public:
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/**
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* @brief Constructor
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* @param object Object for which to create debug renderer
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* @param forcePosition Where to render the force, relative to object
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* @param force Force vector
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* @param options Options resource key. See
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* @ref ForceRenderer-usage "class documentation" for more
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* information.
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* @param drawables Drawable group
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*
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* The renderer is automatically added to object's features, @p force is
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* saved as reference to original vector and thus it must be available
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* for the whole lifetime of the renderer.
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*/
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explicit ForceRenderer(SceneGraph::AbstractObject<dimensions>* object, const typename DimensionTraits<dimensions, Float>::VectorType& forcePosition, const typename DimensionTraits<dimensions, Float>::VectorType* force, ResourceKey options = ResourceKey(), SceneGraph::DrawableGroup<dimensions>* drawables = nullptr);
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protected:
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/** @todoc Remove Float when Doxygen properly treats this as override */
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void draw(const typename DimensionTraits<dimensions, Float>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions, Float>* camera) override;
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private:
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const typename DimensionTraits<dimensions, Float>::VectorType forcePosition;
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const typename DimensionTraits<dimensions, Float>::VectorType* const force;
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Resource<ForceRendererOptions> options;
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Resource<AbstractShaderProgram, Shaders::FlatShader<dimensions>> shader;
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Resource<Mesh> mesh;
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Resource<Buffer> vertexBuffer, indexBuffer;
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};
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/** @brief Two-dimensional force renderer */
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typedef ForceRenderer<2> ForceRenderer2D;
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/** @brief Three-dimensional force renderer */
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typedef ForceRenderer<3> ForceRenderer3D;
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}}
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#endif
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