[DEV] try to set ray work
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@ -27,11 +27,11 @@ void ege::camera::View::update() {
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float tetha = std::asin(pos.y());
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if (pos.x() < 0) {
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tetha *= -1;
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tetha += M_PI;
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tetha -= M_PI;
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}
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m_matrix.translate(vec3(0,0,-distance));
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m_matrix.rotate(vec3(1,0,0), -M_PI*0.5f + psy);
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m_matrix.rotate(vec3(0,0,1), tetha);
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m_matrix.rotate(vec3(0,0,1), -tetha-M_PI/2.0f);
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m_matrix.translate(-m_target);
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EGE_DEBUG("Camera properties : distance=" << distance );
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@ -63,16 +63,30 @@ void ege::camera::View::setAngle(float _angle) {
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}
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vec3 ege::camera::View::getViewVector() const {
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return m_eye-m_target;
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return m_target - m_eye;
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}
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ege::Ray ege::camera::View::getRayFromScreen(const vec2& _offset) {
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vec3 direction = getViewVector();
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vec2 cameraAngleOffset(m_angleView/2*_offset.x(), 2*_offset.y()*m_aspectRatio/m_angleView);
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#if 0
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mat4 inverse = m_matrix.invert();
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vec3 screenOffset(0,0,-1);
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screenOffset.rotate(vec3(1,0,0), cameraAngleOffset.x());
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screenOffset.rotate(vec3(0,1,0), cameraAngleOffset.y());
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vec3 direction = inverse*screenOffset;
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#else
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vec3 direction = getViewVector();
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//mat4 transformation;
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//transformation.indentity();
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//transformation.rotate(vec3(1,0,0), cameraAngleOffset.x());
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direction.rotate(vec3(1,0,0), cameraAngleOffset.x());
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direction.rotate(vec3(0,1,0), cameraAngleOffset.y());
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#endif
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direction.safeNormalize();
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ege::Ray out(m_eye, direction);
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EGE_WARNING("request ray from : " << _offset);
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EGE_WARNING(" camera offset = " << vec2(m_angleView/2*_offset.x(), 2*_offset.y()*m_aspectRatio/m_angleView));
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EGE_WARNING(" camera offset = " << cameraAngleOffset);
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EGE_WARNING("return ray : " << out);
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// TODO : Use offset...
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@ -72,6 +72,7 @@ void appl::Windows::init() {
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m_env = ege::Environement::create();
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// Create basic Camera
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m_camera = std::make_shared<ege::camera::View>(vec3(30,30,-100), vec3(0,0,0));
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m_camera->setEye(vec3(100*std::sin(0),100*std::cos(0),40*std::cos(0)));
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m_env->addCamera("basic", m_camera);
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std::shared_ptr<ege::widget::Scene> tmpWidget = ege::widget::Scene::create(m_env);
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@ -142,12 +143,13 @@ void appl::Windows::onCallbackPeriodicUpdateCamera(const ewol::event::Time& _eve
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offset += 0.01;
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static float offset2 = 0;
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//offset2 += 0.003;
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m_camera->setEye(vec3(100*std::sin(offset),100*std::cos(offset),40*std::cos(offset2)));
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//m_camera->setEye(vec3(100*std::sin(offset),100*std::cos(offset),40*std::cos(offset2)));
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}
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bool appl::Windows::onEventInput(const ewol::event::Input& _event) {
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static float ploppp=1;
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if (_event.getId() == 1) {
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vec2 pos = relativePosition(_event.getPos());
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ege::Ray ray = m_camera->getRayFromScreenPosition(pos, m_size);
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@ -155,20 +157,30 @@ bool appl::Windows::onEventInput(const ewol::event::Input& _event) {
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APPL_INFO("pos=" << pos << " ray = " << ray);
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ray.testRay(m_env->getPhysicEngine());
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return true;
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} else if (_event.getId() == 4) {
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ploppp += 1.0f;
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m_camera->setEye(vec3(100*std::sin(0),100*std::cos(0),40*std::cos(0))*ploppp);
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} else if (_event.getId() == 5) {
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ploppp -= 1.0f;
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if (ploppp == 0) {
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ploppp = 1.0f;
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}
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m_camera->setEye(vec3(100*std::sin(0),100*std::cos(0),40*std::cos(0))*ploppp);
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}
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return false;
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}
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void appl::Windows::onCallbackDisplayDebug(const std::shared_ptr<ewol::resource::Colored3DObject>& _obj) {
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EWOL_INFO("draw user debug");
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etk::Color<float> tmpColor(0.0, 1.0, 0.0, 0.3);
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std::vector<vec3> vertices;
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vertices.push_back(m_ray.getOrigin());
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vertices.push_back(m_ray.getOrigin() + m_ray.getDirection()*1000);
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vertices.push_back(vec3(10,0,0));
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//vertices.push_back(m_ray.getOrigin()+vec3(1,0,0));
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//vertices.push_back(vec3(100,0,0));//m_ray.getOrigin() + m_ray.getDirection()*1000);
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//vertices.push_back(m_ray.getOrigin() + m_ray.getDirection()*1000);
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vertices.push_back(vec3(0,0,0));
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vertices.push_back(m_ray.getDirection()*1000);
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mat4 mat;
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mat.identity();
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mat.translate(vec3(0,0,0));
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_obj->draw(vertices, tmpColor, mat);
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_obj->drawLine(vertices, tmpColor, mat);
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}
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