Ejemplo n.º 1
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToWorldMtx () const {

	USMatrix4x4 wndToWorld = MOAIGfxDevice::GetWndToNormMtx ();
	
	// inv viewproj
	USMatrix4x4 mtx = this->GetViewProjMtx ();
	mtx.Inverse ();
	wndToWorld.Append ( mtx );
	
	return wndToWorld;
}
Ejemplo n.º 2
0
//----------------------------------------------------------------//
USQuad MOAIGfxDevice::GetViewQuad () const {

	USQuad quad;

	USMatrix4x4 invMtx;
	invMtx.Inverse ( this->GetViewProjMtx ());
	
	quad.mV [ 0 ].Init ( -1.0f, 1.0f );
	quad.mV [ 1 ].Init ( 1.0f, 1.0f );
	quad.mV [ 2 ].Init ( 1.0f, -1.0f );
	quad.mV [ 3 ].Init ( -1.0f, -1.0f );
	
	invMtx.TransformQuad ( quad.mV );
	return quad;
}
Ejemplo n.º 3
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToWorldMtx () const {

	USMatrix4x4 wndToWorld;
	USMatrix4x4 mtx;

	USRect rect = this->GetViewRect ();
	
	float hWidth = rect.Width () * 0.5f;
	float hHeight = rect.Height () * 0.5f;

	// Inv Wnd
	wndToWorld.Translate ( -hWidth - rect.mXMin, -hHeight - rect.mYMin, 0.0f );
		
	mtx.Scale (( 1.0f / hWidth ), -( 1.0f / hHeight ), 1.0f );
	wndToWorld.Append ( mtx );
	
	// inv viewproj
	mtx = this->GetViewProjMtx ();
	mtx.Inverse ();
	wndToWorld.Append ( mtx );
	
	return wndToWorld;
}
Ejemplo n.º 4
0
//----------------------------------------------------------------//
void MOAIDraw::DrawRay ( float x, float y, float dx, float dy ) {
	
	USVec2D loc ( x, y );
	USVec2D vec ( dx, dy );
	
	USMatrix4x4 mtx = MOAIGfxDevice::Get ().GetViewProjMtx ();
	
	USMatrix4x4 invMtx;
	invMtx.Inverse ( mtx );
	
	mtx.Transform ( loc );
	mtx.TransformVec ( vec );
	
	USRect viewRect;
	viewRect.Init ( -1.0f, -1.0f, 1.0f, 1.0f );
	
	USVec2D p0;
	USVec2D p1;
	
	if ( viewRect.GetIntersection ( loc, vec, p0, p1 )) {
		
		invMtx.Transform ( p0 );
		invMtx.Transform ( p1 );
		
		MOAIGfxDevice& gfxDevice = MOAIGfxDevice::Get ();
		
		gfxDevice.BeginPrim ( GL_LINES );
		
			gfxDevice.WriteVtx ( p0.mX, p0.mY, 0.0f );
			gfxDevice.WriteFinalColor4b ();
			
			gfxDevice.WriteVtx ( p1.mX, p1.mY, 0.0f );
			gfxDevice.WriteFinalColor4b ();

		gfxDevice.EndPrim ();
	}
}
Ejemplo n.º 5
0
//----------------------------------------------------------------//
void MOAIDraw::DrawAxisGrid ( USVec2D loc, USVec2D vec, float size ) {

	USMatrix4x4 mtx = MOAIGfxDevice::Get ().GetViewProjMtx ();
	
	USMatrix4x4 invMtx;
	invMtx.Inverse ( mtx );
	
	// Set the axis to the grid length so we can get the length back post-transform
	vec.SetLength ( size );
	
	mtx.Transform ( loc );
	mtx.TransformVec ( vec );

	// Get the axis unit vector
	USVec2D norm = vec;
	size = norm.NormSafe ();
	
	// Get the axis normal
	USVec2D perpNorm ( norm.mY, -norm.mX );
	
	// Project the corners of the viewport onto the axis to get the mix/max bounds
	float dot;
	float min;
	float max;
	
	USVec2D corner;
	
	// left, top
	corner.Init ( -1.0f, 1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = dot;
	max = dot;
	
	// right, top
	corner.Init ( 1.0f, 1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// right, bottom
	corner.Init ( 1.0f, -1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// left, bottom
	corner.Init ( -1.0f, -1.0f );
	corner.Sub ( loc );
	dot = norm.Dot ( corner );
	
	min = ( dot < min ) ? dot : min;
	max = ( dot > max ) ? dot : max;
	
	// Get the start andstop grids
	s32 start = ( s32 )( min / size ) - 1;
	s32 stop = ( s32 )( max / size ) + 1;
	
	// Set the pen to the first...
	USVec2D pen = norm;
	pen.Scale (( float )start * size );
	pen.Add ( loc );
	
	// Step along the axis to draw perpendicular grid lines
	USRect viewRect;
	viewRect.Init ( -1.0f, -1.0f, 1.0f, 1.0f );
	
	for ( ; start < stop; ++start ) {
		
		USVec2D p0;
		USVec2D p1;
		
		if ( viewRect.GetIntersection ( pen, perpNorm, p0, p1 )) {
			
			invMtx.Transform ( p0 );
			invMtx.Transform ( p1 );
			
			MOAIDraw::DrawLine ( p0, p1 );
		}
		
		pen.Add ( vec );
	}
}
Ejemplo n.º 6
0
//----------------------------------------------------------------//
void MOAIGfxDevice::UpdateViewVolume () {

	USMatrix4x4 invViewProj;
	invViewProj.Inverse ( this->GetViewProjMtx ());
	this->mViewVolume.Init ( invViewProj );
}
Ejemplo n.º 7
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWorldToModelMtx () const {
	
	USMatrix4x4 worldToModel;
	worldToModel.Inverse ( this->mVertexTransforms [ VTX_WORLD_TRANSFORM ]);
	return worldToModel;
}
Ejemplo n.º 8
0
//----------------------------------------------------------------//
USMatrix4x4 MOAIGfxDevice::GetWndToModelMtx () const {

	USMatrix4x4 wndToModel;
	wndToModel.Inverse ( this->GetModelToWndMtx ());
	return wndToModel;
}