Exemple #1
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 );
	}
}
Exemple #2
0
//----------------------------------------------------------------//
float USDist::PointToPlane2D ( const USVec2D& p, const USPlane2D& plane ) {

	float d = p.Dot ( plane.mNorm ) + plane.mDist;
	return (( d < FP_NEAR ) && ( d > -FP_NEAR )) ? 0.0f : d;
}