]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/view.cpp
Better visualization for placing a train
[r2c2.git] / source / 3d / view.cpp
index 4cd553d48575accca0ddcae31b83044dfd83e9aa..5779616f6ce88ea2b82da9982298e169fca79777 100644 (file)
@@ -1,3 +1,4 @@
+#include <msp/gl/blend.h>
 #include <msp/gl/tests.h>
 #include "layout.h"
 #include "track.h"
@@ -10,37 +11,61 @@ namespace R2C2 {
 
 View3D::View3D(Layout3D &l, unsigned w, unsigned h):
        layout(l),
+       width(w),
+       height(h),
        pipeline(w, h)
 {
        pipeline.set_camera(&camera);
        pipeline.add_renderable_for_pass(layout.get_scene(), 0);
+       pipeline.add_renderable_for_pass(layout.get_scene(), "translucent");
 
        GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
        pass->set_lighting(&layout.get_lighting());
        pass->set_depth_test(&GL::DepthTest::lequal());
 
+       pass = &pipeline.add_pass("translucent");
+       pass->set_lighting(&layout.get_lighting());
+       pass->set_depth_test(&GL::DepthTest::lequal());
+       pass->set_blend(&GL::Blend::alpha());
+
        camera.set_up_direction(GL::Vector3(0, 0, 1));
        // Y+, 60° down
        camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
+       camera.set_aspect(float(width)/height);
 
        view_all();
 }
 
+Ray View3D::create_ray(int x, int y)
+{
+       return create_ray(x*2.0f/width-1.0f, y*2.0f/height-1.0f);
+}
+
+Ray View3D::create_ray(float x, float y)
+{
+       const GL::Vector3 &start = camera.get_position();
+       GL::Vector4 ray = camera.unproject(GL::Vector4(x, y, 0, 0));
+       return Ray(start, Vector(ray));
+}
+
 void View3D::view_all(bool tight)
 {
-       Vector minp;
-       Vector maxp;
+       const set<Track *> &tracks = layout.get_layout().get_all<Track>();
+       Geometry::BoundingBox<float, 3> bbox;
+       for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+               bbox = bbox|(*i)->get_bounding_box();
 
-       layout.get_bounds(minp, maxp);
+       const Vector &minp = bbox.get_minimum_point();
+       const Vector &maxp = bbox.get_maximum_point();
 
-       float t = tan(camera.get_field_of_view()/2)*2;
+       float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
        float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
        float dist = size/t;
        if(!tight)
-               dist += sin(camera.get_field_of_view()/2)*size;
-       GL::Vector3 center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
+               dist += sin(camera.get_field_of_view()/2.0f)*size;
+       GL::Vector3 center = (minp+maxp)/2.0f;
        const GL::Vector3 &look = camera.get_look_direction();
-       camera.set_position(GL::Vector3(center.x-look.x*dist, center.y-look.y*dist, center.z-look.z*dist));
+       camera.set_position(center-look*dist);
 }
 
 void View3D::render()