/*************************************************************************
* *
* Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
* All rights reserved. Email: russ@q12.org Web: www.q12.org *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of EITHER: *
* (1) The GNU Lesser General Public License as published by the Free *
* Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. The text of the GNU Lesser *
* General Public License is included with this library in the *
* file LICENSE.TXT. *
* (2) The BSD-style license that is included with this library in *
* the file LICENSE-BSD.TXT. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
* LICENSE.TXT and LICENSE-BSD.TXT for more details. *
* *
*************************************************************************/
/*
Draw Stuff
----------
this is a library for rendering simple 3D objects in a virtual environment.
NOTES
-----
in the virtual world, the z axis is "up" and z=0 is the floor.
the user is able to click+drag in the main window to move the camera:
* left button - pan and tilt.
* right button - forward and sideways.
* left + right button (or middle button) - sideways and up.
*/
#ifndef __DRAWSTUFF_H__
#define __DRAWSTUFF_H__
#ifdef __cplusplus
extern "C" {
#endif
#include <drawstuff/version.h>
/* texture numbers */
#define DS_NONE 0 /* uses the current color instead of a texture */
#define DS_WOOD 1
typedef struct dsFunctions {
int version; /* put DS_VERSION here */
/* version 1 data */
void (*start)(); /* called before sim loop starts */
void (*step) (int pause); /* called before every frame */
void (*command) (int cmd); /* called if a command key is pressed */
void (*stop)(); /* called after sim loop exits */
/* version 2 data */
char *path_to_textures; /* if nonzero, path to texture files */
} dsFunctions;
/* the main() function should fill in the dsFunctions structure then
* call this.
*/
void dsSimulationLoop (int argc, char **argv,
int window_width, int window_height,
struct dsFunctions *fn);
/* these functions display an error message then exit. they take arguments
* in the same way as printf(), except you do not have to add a terminating
* '\n'. Debug() tries to dump core or start the debugger.
*/
void dsError (char *msg, ...);
void dsDebug (char *msg, ...);
/* dsPrint() prints out a message. it takes arguments in the same way as
* printf() (i.e. you must add a '\n' at the end of every line).
*/
void dsPrint (char *msg, ...);
/* set and get the camera position. xyz is the cameria position (x,y,z).
* hpr contains heading, pitch and roll numbers in degrees. heading=0
* points along the x axis, pitch=0 is looking towards the horizon, and
* roll 0 is "unrotated".
*/
void dsSetViewpoint (float xyz[3], float hpr[3]);
void dsGetViewpoint (float xyz[3], float hpr[3]);
/* stop the simulation loop. calling this from within dsSimulationLoop()
* will cause it to exit and return to the caller. it is the same as if the
* user used the exit command. using this outside the loop will have no
* effect.
*/
void dsStop();
/* change the way objects are drawn. these changes will apply to all further
* dsDrawXXX() functions. the texture number must be a DS_xxx texture
* constant. the red, green, and blue number are between 0 and 1.
* alpha is between 0 and 1 - if alpha is not specified it's assubed to be 1.
* the current texture is colored according to the current color.
* at the start of each frame, the texture is reset to none and the color is
* reset to white.
*/
void dsSetTexture (int texture_number);
void dsSetColor (float red, float green, float blue);
void dsSetColorAlpha (float red, float green, float blue, float alpha);
/* draw objects.
* - pos[] is the x,y,z of the center of the object.
* - R[] is a 3x3 rotation matrix for the object, stored by row like this:
* [ R11 R12 R13 0 ]
* [ R21 R22 R23 0 ]
* [ R31 R32 R33 0 ]
* - sides[] is an array of x,y,z side lengths.
* - all cylinders are aligned along the z axis.
*/
void dsDrawBox (const float pos[3], const float R[12], const float sides[3]);
void dsDrawSphere (const float pos[3], const float R[12], float radius);
void dsDrawTriangle (const float pos[3], const float R[12],
const float *v0, const float *v1, const float *v2, int solid);
void dsDrawCylinder (const float pos[3], const float R[12],
float length, float radius);
void dsDrawCappedCylinder (const float pos[3], const float R[12],
float length, float radius);
void dsDrawLine (const float pos1[3], const float pos2[3]);
void dsDrawConvex(const float pos[3], const float R[12],
float *_planes,
unsigned int _planecount,
float *_points,
unsigned int _pointcount,
unsigned int *_polygons);
/* these drawing functions are identical to the ones above, except they take
* double arrays for `pos' and `R'.
*/
void dsDrawBoxD (const double pos[3], const double R[12],
const double sides[3]);
void dsDrawSphereD (const double pos[3], const double R[12],
const float radius);
void dsDrawTriangleD (const double pos[3], const double R[12],
const double *v0, const double *v1, const double *v2, int solid);
void dsDrawCylinderD (const double pos[3], const double R[12],
float length, float radius);
void dsDrawCappedCylinderD (const double pos[3], const double R[12],
float length, float radius);
void dsDrawLineD (const double pos1[3], const double pos2[3]);
/* Set the drawn quality of the objects. Higher numbers are higher quality,
* but slower to draw. This must be set before the first objects are drawn to
* be effective.
*/
void dsSetSphereQuality (int n); /* default = 1 */
void dsSetCappedCylinderQuality (int n); /* default = 3 */
/* closing bracket for extern "C" */
#ifdef __cplusplus
}
#endif
#endif
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