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