Esempio n. 1
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/**
 * Transforms @c rectangle using @c matrix (a column-major matrix of 16 values), and returns the new rectangle.
 *
 * If the matrix specifies a rotation, this function returns an axis-aligned rectangle fully enclosing the source rectangle.
 *
 * @see VuoTransform_getMatrix
 */
VuoRectangle VuoTransform_transformRectangle(const float *matrix, VuoRectangle rectangle)
{
	VuoReal left	= rectangle.center.x - rectangle.size.x/2.;
	VuoReal right	= rectangle.center.x + rectangle.size.x/2.;
	VuoReal bottom	= rectangle.center.y - rectangle.size.y/2.;
	VuoReal top		= rectangle.center.y + rectangle.size.y/2.;

	VuoPoint3d topLeft		= VuoTransform_transformPoint(matrix, VuoPoint3d_make(left, top, 0.));
	VuoPoint3d topRight		= VuoTransform_transformPoint(matrix, VuoPoint3d_make(right, top, 0.));
	VuoPoint3d bottomLeft	= VuoTransform_transformPoint(matrix, VuoPoint3d_make(left, bottom, 0.));
	VuoPoint3d bottomRight	= VuoTransform_transformPoint(matrix, VuoPoint3d_make(right, bottom, 0.));

	VuoReal transformedLeft		= MIN(MIN(MIN(topLeft.x, topRight.x), bottomLeft.x), bottomRight.x);
	VuoReal transformedRight	= MAX(MAX(MAX(topLeft.x, topRight.x), bottomLeft.x), bottomRight.x);
	VuoReal transformedBottom	= MIN(MIN(MIN(topLeft.y, topRight.y), bottomLeft.y), bottomRight.y);
	VuoReal transformedTop		= MAX(MAX(MAX(topLeft.y, topRight.y), bottomLeft.y), bottomRight.y);

	VuoRectangle transformedRectangle = VuoRectangle_make(
				(transformedLeft + transformedRight)/2.,
				(transformedBottom + transformedTop)/2.,
				transformedRight - transformedLeft,
				transformedTop - transformedBottom);

	return transformedRectangle;
}
Esempio n. 2
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/**
 * Creates a 3D transform from a 2D transform.
 */
VuoTransform VuoTransform_makeFrom2d(VuoTransform2d transform2d)
{
	VuoPoint3d center3d = VuoPoint3d_make(transform2d.translation.x, transform2d.translation.y, 0);
	VuoPoint3d rotation3d = VuoPoint3d_make(0, 0, transform2d.rotation);
	VuoPoint3d scale3d = VuoPoint3d_make(transform2d.scale.x, transform2d.scale.y, 1);
	return VuoTransform_makeEuler(center3d, rotation3d, scale3d);
}
Esempio n. 3
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/**
 * Creates a transform from the specified `matrix` (assumed to consist of affine rotation, scale, and translation).
 */
VuoTransform VuoTransform_makeFromMatrix4x4(const float *matrix)
{
	VuoTransform t;

	t.scale = VuoPoint3d_make(
				VuoPoint3d_magnitude(VuoPoint3d_make(matrix[0], matrix[1], matrix[2])),
				VuoPoint3d_magnitude(VuoPoint3d_make(matrix[4], matrix[5], matrix[6])),
				VuoPoint3d_magnitude(VuoPoint3d_make(matrix[8], matrix[9], matrix[10])));

	t.rotation[0] = matrix[ 0] / t.scale.x;
	t.rotation[1] = matrix[ 1] / t.scale.x;
	t.rotation[2] = matrix[ 2] / t.scale.x;

	t.rotation[3] = matrix[ 4] / t.scale.y;
	t.rotation[4] = matrix[ 5] / t.scale.y;
	t.rotation[5] = matrix[ 6] / t.scale.y;

	t.rotation[6] = matrix[ 8] / t.scale.z;
	t.rotation[7] = matrix[ 9] / t.scale.z;
	t.rotation[8] = matrix[10] / t.scale.z;

	// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
	t.type = VuoTransformTypeQuaternion;
	t.rotationSource.quaternion.w = sqrt( fmax( 0, 1 + t.rotation[0] + t.rotation[4] + t.rotation[8] ) ) / 2;
	t.rotationSource.quaternion.x = sqrt( fmax( 0, 1 + t.rotation[0] - t.rotation[4] - t.rotation[8] ) ) / 2;
	t.rotationSource.quaternion.y = sqrt( fmax( 0, 1 - t.rotation[0] + t.rotation[4] - t.rotation[8] ) ) / 2;
	t.rotationSource.quaternion.z = sqrt( fmax( 0, 1 - t.rotation[0] - t.rotation[4] + t.rotation[8] ) ) / 2;
	t.rotationSource.quaternion.x = copysign( t.rotationSource.quaternion.x, t.rotation[5] - t.rotation[4] );
	t.rotationSource.quaternion.y = copysign( t.rotationSource.quaternion.y, t.rotation[6] - t.rotation[2] );
	t.rotationSource.quaternion.z = copysign( t.rotationSource.quaternion.z, t.rotation[1] - t.rotation[3] );

	t.translation = VuoPoint3d_make(matrix[12], matrix[13], matrix[14]);

	return t;
}
Esempio n. 4
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/**
 * Returns 4 values for Simplex noise at a 3D location.
 */
VuoPoint4d VuoGradientNoise_simplex_VuoPoint3d_VuoPoint4d(VuoPoint3d point)
{
	return VuoPoint4d_make(VuoGradientNoise_simplex_VuoPoint3d_VuoReal(VuoPoint3d_add(point,VuoPoint3d_make(-1,-1,-1))),
						   VuoGradientNoise_simplex_VuoPoint3d_VuoReal(point),
						   VuoGradientNoise_simplex_VuoPoint3d_VuoReal(VuoPoint3d_add(point,VuoPoint3d_make(1,1,1))),
						   VuoGradientNoise_simplex_VuoPoint3d_VuoReal(VuoPoint3d_add(point,VuoPoint3d_make(2,2,2))));
}
Esempio n. 5
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/**
 * @ingroup VuoSceneObject
 * Returns a point light (uniform emission in all directions).
 *
 * @param color The light's color.
 * @param brightness The light's brightness multiplier (typically between 0 and 1).
 * @param position The light's position.
 * @param range The distance (in local coordinates) the light reaches.
 * @param sharpness The sharpness of the light's distance falloff.  0 means the light starts fading at distance 0 and ends at 2*lightRange.  1 means the falloff is instant.
 */
VuoSceneObject VuoSceneObject_makePointLight(VuoColor color, float brightness, VuoPoint3d position, float range, float sharpness)
{
	VuoSceneObject o = VuoSceneObject_makeEmpty();
	o.type = VuoSceneObjectType_PointLight;
	o.lightColor = color;
	o.lightBrightness = brightness;
	o.lightRange = range;
	o.lightSharpness = MAX(MIN(sharpness,1),0);
	o.transform = VuoTransform_makeEuler(position, VuoPoint3d_make(0,0,0), VuoPoint3d_make(1,1,1));
	return o;
}
Esempio n. 6
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/**
 * @ingroup VuoTransform
 * Start with an object pointing rightward (increasing X axis).
 * This function returns a unit vector representing the direction
 * a rightward-pointing object (+x axis) would be pointing after being transformed by @c transform.
 */
VuoPoint3d VuoTransform_getDirection(const VuoTransform transform)
{
	// Make a new transform with only the rotational component.
	VuoTransform r;
	if (transform.type == VuoTransformTypeEuler)
		r = VuoTransform_makeEuler(VuoPoint3d_make(0,0,0), transform.rotationSource.euler, VuoPoint3d_make(1,1,1));
	else
		r = VuoTransform_makeQuaternion(VuoPoint3d_make(0,0,0), transform.rotationSource.quaternion, VuoPoint3d_make(1,1,1));

	float m[16];
	VuoTransform_getMatrix(r, m);
	return VuoTransform_transformPoint(m, VuoPoint3d_make(1,0,0));
}
Esempio n. 7
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/**
 * Returns a perspective camera at (0,0,1), facing along -z, 90 degree FOV, and clip planes at 0.1 and 10.0.
 */
VuoSceneObject VuoSceneObject_makeDefaultCamera(void)
{
	VuoTransform transform = VuoTransform_makeEuler(
				VuoPoint3d_make(0,0,1),
				VuoPoint3d_make(0,0,0),
				VuoPoint3d_make(1,1,1)
			);
	return VuoSceneObject_makePerspectiveCamera(
				VuoText_make("default camera"),
				transform,
				90,
				0.1,
				10.0
				);
}
Esempio n. 8
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/**
 * Create a transform that translates to @c position and looks at @c target with roll determined by @c upDirection.
 *
 * Similar to @c gluLookAt.
 */
VuoTransform VuoTransform_makeFromTarget(VuoPoint3d position, VuoPoint3d target, VuoPoint3d upDirection)
{
	VuoPoint3d n = VuoPoint3d_normalize(VuoPoint3d_subtract(position, target));
	VuoPoint3d u = VuoPoint3d_normalize(VuoPoint3d_crossProduct(upDirection, n));
	VuoPoint3d v = VuoPoint3d_crossProduct(n, u);

	VuoTransform t;

	t.type = VuoTransformTypeTargeted;

	t.translation = position;

	t.rotationSource.target = target;
	t.rotationSource.upDirection = upDirection;
	t.rotation[0] = u.x;
	t.rotation[3] = v.x;
	t.rotation[6] = n.x;
	t.rotation[1] = u.y;
	t.rotation[4] = v.y;
	t.rotation[7] = n.y;
	t.rotation[2] = u.z;
	t.rotation[5] = v.z;
	t.rotation[8] = n.z;

	t.scale = VuoPoint3d_make(1,1,1);

	return t;
}
Esempio n. 9
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/**
 * Returns a pseudorandom value where each component is between `minimum` and `maximum`.
 *
 * @see VuoInteger_random
 */
VuoPoint3d VuoPoint3d_random(const VuoPoint3d minimum, const VuoPoint3d maximum)
{
	return VuoPoint3d_make(
				VuoReal_random(minimum.x, maximum.x),
				VuoReal_random(minimum.y, maximum.y),
				VuoReal_random(minimum.z, maximum.z));
}
Esempio n. 10
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/**
 * Returns a pseudorandom value where each component is between `minimum` and `maximum`.
 *
 * @see VuoInteger_randomWithState
 */
VuoPoint3d VuoPoint3d_randomWithState(unsigned short state[3], const VuoPoint3d minimum, const VuoPoint3d maximum)
{
	return VuoPoint3d_make(
				VuoReal_randomWithState(state, minimum.x, maximum.x),
				VuoReal_randomWithState(state, minimum.y, maximum.y),
				VuoReal_randomWithState(state, minimum.z, maximum.z));
}
Esempio n. 11
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/**
 * Outputs the inverse of `matrix`
 * (which is assumed to consist of a rotation followed by a scale followed by a translation,
 * like the output of @ref VuoTransform_getMatrix),
 * such that `outputInvertedMatrix * matrix = identityMatrix`.
 */
void VuoTransform_invertMatrix4x4(const float *matrix, float *outputInvertedMatrix)
{
	float inverseTranslation[16];
	VuoTransform_getMatrix(VuoTransform_makeEuler(
							   VuoPoint3d_make(-matrix[12], -matrix[13], -matrix[14]),
							   VuoPoint3d_make(0,0,0),
							   VuoPoint3d_make(1,1,1)),
			inverseTranslation);

	// Transpose the rotation/scale part of the input matrix (which undoes the rotation), and set the last row/column to identity.
	float inverseRotation[16] = {
		matrix[0],
		matrix[4],
		matrix[8],
		0,

		matrix[1],
		matrix[5],
		matrix[9],
		0,

		matrix[2],
		matrix[6],
		matrix[10],
		0,

		0,
		0,
		0,
		1
	};

	float inverseScale[16];
	VuoTransform_getMatrix(VuoTransform_makeEuler(
							   VuoPoint3d_make(0,0,0),
							   VuoPoint3d_make(0,0,0),
							   VuoPoint3d_make(
								   1/VuoPoint3d_magnitude(VuoPoint3d_make(matrix[0], matrix[1], matrix[2])),
								   1/VuoPoint3d_magnitude(VuoPoint3d_make(matrix[4], matrix[5], matrix[6])),
								   1/VuoPoint3d_magnitude(VuoPoint3d_make(matrix[8], matrix[9], matrix[10])))),
			inverseScale);

	VuoTransform_multiplyMatrices4x4(inverseTranslation, inverseRotation, outputInvertedMatrix);

	VuoTransform_multiplyMatrices4x4(outputInvertedMatrix, inverseScale, outputInvertedMatrix);

	// Apply inverseScale a second time, since inverseRotation includes forward scale.
	VuoTransform_multiplyMatrices4x4(outputInvertedMatrix, inverseScale, outputInvertedMatrix);
}
Esempio n. 12
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/**
 * Returns a scene object that renders a quad with the specified shader.
 *
 * The quad includes normals, tangents, or bitangents.
 *
 * @param shader The shader used to render the object.
 * @param center The object's center, specified in scene coordinates.
 * @param rotation The object's rotation, specified in degrees.
 * @param width The object's width, specified in scene coordinates.
 * @param height The object's height, specified in scene coordinates.
 * @return The quad scene object.
 *
 * @threadAnyGL
 */
VuoSceneObject VuoSceneObject_makeQuadWithNormals(VuoShader shader, VuoPoint3d center, VuoPoint3d rotation, VuoReal width, VuoReal height)
{
	return VuoSceneObject_make(
				VuoMesh_makeQuad(),
				shader,
				VuoTransform_makeEuler(
					center,
					VuoPoint3d_multiply(rotation, M_PI/180.),
					VuoPoint3d_make(width,height,1)
				),
				NULL
			);
}
#include "node.h"

VuoModuleMetadata({
					  "title" : "Make Targeted Spotlight",
					  "keywords" : [ "draw", "opengl", "scenegraph", "graphics", "directional", "lighting", "point", "source" ],
					  "version" : "1.0.0",
					  "node": {
						  "exampleCompositions" : [
							  "AimFlashlight.vuo",
							  "CompareLights.vuo"
						  ]
					  }
				 });

void nodeEvent
(
		VuoInputData(VuoColor,{"default":{"r":1.,"g":1.,"b":1.,"a":1.}}) color,
		VuoInputData(VuoReal, {"default":1.0, "suggestedMin":0., "suggestedMax":1., "suggestedStep":0.1}) brightness,
		VuoInputData(VuoPoint3d, {"default":{"x":0.,"y":0.,"z":1.}, "suggestedStep":{"x":0.1,"y":0.1,"z":0.1}}) position,
		VuoInputData(VuoPoint3d, {"default":{"x":0.,"y":0.,"z":-1.}, "suggestedStep":{"x":0.1,"y":0.1,"z":0.1}}) target,
		VuoInputData(VuoReal, {"default":30., "suggestedMin":0., "suggestedMax":180., "suggestedStep":15.}) cone,
		VuoInputData(VuoReal, {"default":10., "suggestedMin":0., "suggestedStep":0.1}) range,
		VuoInputData(VuoReal, {"default":0.9, "suggestedMin":0., "suggestedMax":1., "suggestedStep":0.1}) sharpness,
		VuoOutputData(VuoSceneObject) object
)
{
	VuoPoint4d quaternion = VuoTransform_quaternionFromVectors(VuoPoint3d_make(1,0,0), VuoPoint3d_subtract(target, position));
	VuoTransform transform = VuoTransform_makeQuaternion(position, quaternion, VuoPoint3d_make(1,1,1));
	*object = VuoSceneObject_makeSpotlight(color, brightness, transform, cone*M_PI/180., range, sharpness);
}
Esempio n. 14
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/**
 * @ingroup VuoTransform
 * Creates a @c VuoTransform with no effect.
 */
VuoTransform VuoTransform_makeIdentity(void)
{
	return VuoTransform_makeEuler(VuoPoint3d_make(0,0,0), VuoPoint3d_make(0,0,0), VuoPoint3d_make(1,1,1));
}
Esempio n. 15
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/**
 * Returns 3 values for Simplex noise at a 1D location.
 */
VuoPoint3d VuoGradientNoise_simplex_VuoReal_VuoPoint3d(VuoReal x)
{
	return VuoPoint3d_make(VuoGradientNoise_simplex_VuoReal_VuoReal(x-1),
						   VuoGradientNoise_simplex_VuoReal_VuoReal(x),
						   VuoGradientNoise_simplex_VuoReal_VuoReal(x+1));
}
Esempio n. 16
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/**
 * Returns 3 values for Perlin noise at a 4D location.
 */
VuoPoint3d VuoGradientNoise_perlin_VuoPoint4d_VuoPoint3d(VuoPoint4d point)
{
	return VuoPoint3d_make(VuoGradientNoise_perlin_VuoPoint4d_VuoReal(VuoPoint4d_add(point,VuoPoint4d_make(-1,-1,-1,-1))),
						   VuoGradientNoise_perlin_VuoPoint4d_VuoReal(point),
						   VuoGradientNoise_perlin_VuoPoint4d_VuoReal(VuoPoint4d_add(point,VuoPoint4d_make(1,1,1,1))));
}
/**
 * @file
 * vuo.type.translate.point3d.transform node implementation.
 *
 * @copyright Copyright © 2012–2014 Kosada Incorporated.
 * This code may be modified and distributed under the terms of the MIT License.
 * For more information, see http://vuo.org/license.
 */

#include "node.h"

VuoModuleMetadata({
					 "title" : "Convert 3D Point to Translation",
					 "keywords" : [ "position", "matrix", "trs", "angle", "axis" ],
					 "version" : "1.0.0"
				 });

void nodeEvent
(
		VuoInputData(VuoPoint3d, {"default":{"x":0, "y":0, "z":0}}) translation,
		VuoOutputData(VuoTransform) transform
)
{
	*transform = VuoTransform_makeEuler( translation, VuoPoint3d_make(0.,0.,0.), VuoPoint3d_make(1.,1.,1.) );
}
Esempio n. 18
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/**
 * @file
 * vuo.type.integer.point3d node implementation.
 *
 * @copyright Copyright © 2012–2014 Kosada Incorporated.
 * This code may be modified and distributed under the terms of the MIT License.
 * For more information, see http://vuo.org/license.
 */

#include "node.h"

VuoModuleMetadata({
					 "title" : "Convert Integer to 3D Point",
					 "keywords" : [ ],
					 "version" : "1.0.0"
				 });

void nodeEvent
(
		VuoInputData(VuoInteger, {"default":0}) y,
		VuoOutputData(VuoPoint3d) point3d
)
{
	*point3d = VuoPoint3d_make(0, y, 0);
}
Esempio n. 19
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/**
 * @file
 * vuo.type.integer.point3d node implementation.
 *
 * @copyright Copyright © 2012–2014 Kosada Incorporated.
 * This code may be modified and distributed under the terms of the MIT License.
 * For more information, see http://vuo.org/license.
 */

#include "node.h"

VuoModuleMetadata({
					 "title" : "Convert Integer to 3D Point",
					 "keywords" : [ ],
					 "version" : "1.0.0"
				 });

void nodeEvent
(
		VuoInputData(VuoInteger, {"default":0}) x,
		VuoOutputData(VuoPoint3d) point3d
)
{
	*point3d = VuoPoint3d_make(x, 0, 0);
}
Esempio n. 20
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/**
 * Finds and returns all the lights in the scene.
 *
 * If there are multiple ambient lights, returns the weighted (by alpha) average color and summed brightness.
 *
 * If there are no lights in the scene, returns some default lights.
 */
void VuoSceneObject_findLights(VuoSceneObject so, VuoColor *ambientColor, float *ambientBrightness, VuoList_VuoSceneObject *pointLights, VuoList_VuoSceneObject *spotLights)
{
	VuoList_VuoColor ambientColors = VuoListCreate_VuoColor();
	VuoRetain(ambientColors);

	*ambientBrightness = 0;
	*pointLights = VuoListCreate_VuoSceneObject();
	*spotLights = VuoListCreate_VuoSceneObject();

	float localModelviewMatrix[16];
	VuoTransform_getMatrix(VuoTransform_makeIdentity(), localModelviewMatrix);

	VuoSceneObject_findLightsRecursive(so, localModelviewMatrix, ambientColors, ambientBrightness, *pointLights, *spotLights);

	if (!VuoListGetCount_VuoColor(ambientColors)
			&& !VuoListGetCount_VuoSceneObject(*pointLights)
			&& !VuoListGetCount_VuoSceneObject(*spotLights))
	{
		*ambientColor = VuoColor_makeWithRGBA(1,1,1,1);
		*ambientBrightness = 0.05;

		// https://en.wikipedia.org/wiki/Three-point_lighting

		VuoSceneObject keyLight = VuoSceneObject_makePointLight(VuoColor_makeWithRGBA(1,1,1,1), .70, VuoPoint3d_make(-1,1,1), 5, .5);
		VuoListAppendValue_VuoSceneObject(*pointLights, keyLight);

		VuoSceneObject fillLight = VuoSceneObject_makePointLight(VuoColor_makeWithRGBA(1,1,1,1), .2, VuoPoint3d_make(.5,0,1), 5, 0);
		VuoListAppendValue_VuoSceneObject(*pointLights, fillLight);

		VuoSceneObject backLight = VuoSceneObject_makePointLight(VuoColor_makeWithRGBA(1,1,1,1), .15, VuoPoint3d_make(1,.75,-.5), 5, 0);
		VuoListAppendValue_VuoSceneObject(*pointLights, backLight);
	}
	else
		*ambientColor = VuoColor_average(ambientColors);

	VuoRelease(ambientColors);
}
Esempio n. 21
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/**
 * @ingroup VuoTransform
 * Decodes the JSON object @c js to create a new value.
 *
 * @eg{"identity"}
 * @eg{
 *   {
 *     "quaternionRotation" = [0,0,0,1],
 *     "translation" = [0,0,0],
 *     "scale" = [1,1,1]
 *   }
 * }
 * @eg{
 *   {
 *     "eulerRotation" = [0,0,0],
 *     "translation" = [0,0,0],
 *     "scale" = [1,1,1]
 *   }
 * }
 */
VuoTransform VuoTransform_valueFromJson(json_object *js)
{
	VuoTransform t = VuoTransform_makeIdentity();
	json_object *o = NULL;

	if (json_object_object_get_ex(js, "target", &o))
	{
		VuoPoint3d target;
		target.x = json_object_get_double(json_object_array_get_idx(o,0));
		target.y = json_object_get_double(json_object_array_get_idx(o,1));
		target.z = json_object_get_double(json_object_array_get_idx(o,2));

		VuoPoint3d position = VuoPoint3d_make(0,0,0);
		if (json_object_object_get_ex(js, "translation", &o))
		{
			position.x = json_object_get_double(json_object_array_get_idx(o,0));
			position.y = json_object_get_double(json_object_array_get_idx(o,1));
			position.z = json_object_get_double(json_object_array_get_idx(o,2));
		}

		VuoPoint3d upDirection = VuoPoint3d_make(0,1,0);
		if (json_object_object_get_ex(js, "upDirection", &o))
		{
			upDirection.x = json_object_get_double(json_object_array_get_idx(o,0));
			upDirection.y = json_object_get_double(json_object_array_get_idx(o,1));
			upDirection.z = json_object_get_double(json_object_array_get_idx(o,2));
		}

		return VuoTransform_makeFromTarget(position, target, upDirection);
	}

	if (json_object_object_get_ex(js, "quaternionRotation", &o))
	{
		t.type = VuoTransformTypeQuaternion;
		VuoPoint4d q;
		q.x = json_object_get_double(json_object_array_get_idx(o,0));
		q.y = json_object_get_double(json_object_array_get_idx(o,1));
		q.z = json_object_get_double(json_object_array_get_idx(o,2));
		q.w = json_object_get_double(json_object_array_get_idx(o,3));
		t = VuoTransform_makeQuaternion(VuoPoint3d_make(0,0,0), q, VuoPoint3d_make(0,0,0));
	}
	else if (json_object_object_get_ex(js, "eulerRotation", &o))
	{
		t.type = VuoTransformTypeEuler;
		VuoPoint3d e;
		e.x = json_object_get_double(json_object_array_get_idx(o,0));
		e.y = json_object_get_double(json_object_array_get_idx(o,1));
		e.z = json_object_get_double(json_object_array_get_idx(o,2));
		t = VuoTransform_makeEuler(VuoPoint3d_make(0,0,0), e, VuoPoint3d_make(0,0,0));
	}

	if (json_object_object_get_ex(js, "translation", &o))
	{
		t.translation.x = json_object_get_double(json_object_array_get_idx(o,0));
		t.translation.y = json_object_get_double(json_object_array_get_idx(o,1));
		t.translation.z = json_object_get_double(json_object_array_get_idx(o,2));
	}

	if (json_object_object_get_ex(js, "scale", &o))
	{
		t.scale.x = json_object_get_double(json_object_array_get_idx(o,0));
		t.scale.y = json_object_get_double(json_object_array_get_idx(o,1));
		t.scale.z = json_object_get_double(json_object_array_get_idx(o,2));
	}

	return t;
}
Esempio n. 22
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/**
 * @file
 * vuo.type.point4d.point3d node implementation.
 *
 * @copyright Copyright © 2012–2014 Kosada Incorporated.
 * This code may be modified and distributed under the terms of the MIT License.
 * For more information, see http://vuo.org/license.
 */

#include "node.h"

VuoModuleMetadata({
					 "title" : "Convert 4D Point to 3D Point",
					 "keywords" : [ ],
					 "version" : "1.0.0",
					 "node": {
						 "isInterface" : false
					 }
				 });

void nodeEvent
(
		VuoInputData(VuoPoint4d, {"default":{"x":0, "y":0, "z":0, "w":0}}) xyzw,
		VuoOutputData(VuoPoint3d) xyz
)
{
	*xyz = VuoPoint3d_make(xyzw.x, xyzw.y, xyzw.z);
}
Esempio n. 23
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/**
 * Returns a scene object consisting of 6 child objects (square quads), each with its own shader.
 */
VuoSceneObject VuoSceneObject_makeCube(VuoTransform transform, VuoShader frontShader, VuoShader leftShader, VuoShader rightShader, VuoShader backShader, VuoShader topShader, VuoShader bottomShader)
{
	VuoList_VuoSceneObject cubeChildObjects = VuoListCreate_VuoSceneObject();

	VuoMesh quadMesh = VuoMesh_makeQuad();

	// Front Face
	{
		VuoSceneObject so = VuoSceneObject_make(
					quadMesh,
					frontShader,
					VuoTransform_makeEuler(VuoPoint3d_make(0,0,.5), VuoPoint3d_make(0,0,0), VuoPoint3d_make(1,1,1)),
					NULL
					);
		VuoListAppendValue_VuoSceneObject(cubeChildObjects, so);
	}

	// Left Face
	{
		VuoSceneObject so = VuoSceneObject_make(
					quadMesh,
					leftShader,
					VuoTransform_makeEuler(VuoPoint3d_make(-.5,0,0), VuoPoint3d_make(0,-M_PI/2.,0), VuoPoint3d_make(1,1,1)),
					NULL
					);
		VuoListAppendValue_VuoSceneObject(cubeChildObjects, so);
	}

	// Right Face
	{
		VuoSceneObject so = VuoSceneObject_make(
					quadMesh,
					rightShader,
					VuoTransform_makeEuler(VuoPoint3d_make(.5,0,0), VuoPoint3d_make(0,M_PI/2.,0), VuoPoint3d_make(1,1,1)),
					NULL
					);
		VuoListAppendValue_VuoSceneObject(cubeChildObjects, so);
	}

	// Back Face
	{
		VuoSceneObject so = VuoSceneObject_make(
					quadMesh,
					backShader,
					VuoTransform_makeEuler(VuoPoint3d_make(0,0,-.5), VuoPoint3d_make(0,M_PI,0), VuoPoint3d_make(1,1,1)),
					NULL
					);
		VuoListAppendValue_VuoSceneObject(cubeChildObjects, so);
	}

	// Top Face
	{
		VuoSceneObject so = VuoSceneObject_make(
					quadMesh,
					topShader,
					VuoTransform_makeEuler(VuoPoint3d_make(0,.5,0), VuoPoint3d_make(-M_PI/2.,0,0), VuoPoint3d_make(1,1,1)),
					NULL
					);
		VuoListAppendValue_VuoSceneObject(cubeChildObjects, so);
	}

	// Bottom Face
	{
		VuoSceneObject so = VuoSceneObject_make(
					quadMesh,
					bottomShader,
					VuoTransform_makeEuler(VuoPoint3d_make(0,-.5,0), VuoPoint3d_make(M_PI/2.,0,0), VuoPoint3d_make(1,1,1)),
					NULL
					);
		VuoListAppendValue_VuoSceneObject(cubeChildObjects, so);
	}

	return VuoSceneObject_make(NULL, NULL, transform, cubeChildObjects);
}
					 "node": {
						 "isInterface" : false,
						 "exampleCompositions" : [ "Compare4Cameras.vuo", "SwitchCameras.vuo" ]
					 }
				 });

void nodeEvent
(
		VuoInputData(VuoText, {"default":"camera"}) name,
		VuoInputData(VuoPoint3d, {"default":{"x":0.0,"y":0.0,"z":1.0}, "suggestedStep":{"x":0.1,"y":0.1,"z":0.1}}) position,
		VuoInputData(VuoPoint3d, {"default":{"x":0.0,"y":0.0,"z":0.0}, "suggestedMin":{"x":0.0,"y":0.0,"z":0.0}, "suggestedMax":{"x":360.0,"y":360.0,"z":360.0}, "suggestedStep":{"x":15.0,"y":15.0,"z":15.0}}) rotation,
		VuoInputData(VuoReal, {"default":90.0, "suggestedMin":0.01, "suggestedMax":179.9, "suggestedStep":1.0}) fieldOfView,
		VuoInputData(VuoReal, {"default":0.1, "suggestedMin":0.01, "suggestedStep":1.0}) distanceMin,
		VuoInputData(VuoReal, {"default":10.0, "suggestedMin":0.01, "suggestedStep":1.0}) distanceMax,
		VuoOutputData(VuoSceneObject) object
)
{
	VuoTransform transform = VuoTransform_makeEuler(
				position,
				VuoPoint3d_multiply(rotation, M_PI/180.f),
				VuoPoint3d_make(1,1,1)
			);
	*object = VuoSceneObject_makePerspectiveCamera(
				name,
				transform,
				fieldOfView,
				distanceMin,
				distanceMax
				);
}
Esempio n. 25
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		VuoOutputData(VuoTransform) transform,
		VuoOutputData(VuoPoint3d) palmVelocity,
		VuoOutputData(VuoPoint3d) wristPosition,
		VuoOutputData(VuoReal) sphereRadius,
		VuoOutputData(VuoPoint3d) sphereCenter,
		VuoOutputData(VuoReal) pinchAmount,
		VuoOutputData(VuoReal) grabAmount,
		VuoOutputData(VuoBoolean) isLeftHand,
		VuoOutputData(VuoReal) timeVisible,
		VuoOutputData(VuoReal) confidence,
		VuoOutputData(VuoList_VuoLeapPointable) fingers
)
{
	*id = hand.id;

	VuoPoint3d scale = VuoPoint3d_make(hand.palmWidth, hand.palmWidth, hand.palmWidth);
	*transform     = VuoTransform_makeQuaternion(hand.palmPosition, hand.rotation, scale);

	*palmVelocity = hand.palmVelocity;
	*wristPosition = hand.wristPosition;
	*sphereRadius = hand.sphereRadius;
	*sphereCenter = hand.sphereCenter;
	*pinchAmount = hand.pinchAmount;
	*grabAmount = hand.grabAmount;
	*isLeftHand = hand.isLeftHand;
	*timeVisible = hand.timeVisible;
	*confidence = hand.confidence;

	*fingers = hand.fingers ? hand.fingers : VuoListCreate_VuoLeapPointable();
}
/**
 * @file
 * vuo.type.integer.point3d node implementation.
 *
 * @copyright Copyright © 2012–2015 Kosada Incorporated.
 * This code may be modified and distributed under the terms of the MIT License.
 * For more information, see http://vuo.org/license.
 */

#include "node.h"

VuoModuleMetadata({
					 "title" : "Convert Integer to 3D Point",
					 "keywords" : [ ],
					 "version" : "1.0.0"
				 });

void nodeEvent
(
		VuoInputData(VuoInteger, {"default":0}) z,
		VuoOutputData(VuoPoint3d) point3d
)
{
	*point3d = VuoPoint3d_make(0, 0, z);
}
/**
 * @file
 * vuo.type.point2d.point3d node implementation.
 *
 * @copyright Copyright © 2012–2015 Kosada Incorporated.
 * This code may be modified and distributed under the terms of the MIT License.
 * For more information, see http://vuo.org/license.
 */

#include "node.h"

VuoModuleMetadata({
					 "title" : "Convert 2D Point to 3D Point",
					 "keywords" : [ ],
					 "version" : "1.0.0"
				 });

void nodeEvent
(
		VuoInputData(VuoPoint2d, {"default":{"x":0, "y":0}}) xy,
		VuoOutputData(VuoPoint3d) xyz
)
{
	*xyz = VuoPoint3d_make(xy.x, xy.y, 0);
}
#include "node.h"

VuoModuleMetadata({
					  "title" : "Make Spotlight",
					  "keywords" : [ "draw", "opengl", "scenegraph", "graphics", "directional", "lighting", "point", "source" ],
					  "version" : "1.0.0",
					  "node": {
						  "exampleCompositions" : [ "AimFlashlight.vuo", "CompareLights.vuo" ]
					  }
				 });

void nodeEvent
(
		VuoInputData(VuoColor,{"default":{"r":1.,"g":1.,"b":1.,"a":1.}}) color,
		VuoInputData(VuoReal, {"default":1.0, "suggestedMin":0., "suggestedMax":1., "suggestedStep":0.1}) brightness,
		VuoInputData(VuoPoint3d, {"default":{"x":0.,"y":0.,"z":1.}, "suggestedStep":{"x":0.1,"y":0.1,"z":0.1}}) position,
		VuoInputData(VuoPoint2d, {"default":{"x":0.,"y":0.}, "suggestedMin":{"x":0.0,"y":0.0}, "suggestedMax":{"x":360.0,"y":360.0}, "suggestedStep":{"x":15.0,"y":15.0}}) rotation,
		VuoInputData(VuoReal, {"default":30., "suggestedMin":0., "suggestedMax":180., "suggestedStep":15.}) cone,
		VuoInputData(VuoReal, {"default":10., "suggestedMin":0., "suggestedStep":0.1}) range,
		VuoInputData(VuoReal, {"default":0.9, "suggestedMin":0., "suggestedMax":1., "suggestedStep":0.1}) sharpness,
		VuoOutputData(VuoSceneObject) object
)
{
	// For vector (1,0,0), Euler rotations about the x, y, and z axes respectively mean roll, yaw, and pitch.
	// Since spotlights are unaffected by roll, this node only takes 2 rotational values.
	VuoPoint3d rotation3d = VuoPoint3d_make(0, rotation.x+90., rotation.y);

	*object = VuoSceneObject_makeSpotlight(color, brightness, VuoTransform_makeEuler(position, VuoPoint3d_multiply(rotation3d, M_PI/180.), VuoPoint3d_make(1,1,1)), cone*M_PI/180., range, sharpness);
}