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render_sim.cpp
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95 lines (81 loc) · 3.52 KB
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#include "render_sim.h"
#include <iostream>
using namespace std;
void renderPolygon(Polygon& o, sf::RenderWindow& win)
{
uint vcount = o.verts();
sf::VertexArray edges(sf::LinesStrip, vcount + 1);
sf::CircleShape cog(4, 10);
cog.setFillColor(sf::Color::Green);
cog.setPosition(o.getCog().x - 4, o.getCog().y - 4);
for (uint i = 0; i <= vcount; ++i )
edges[i].position = sf::Vector2f(o.vertexTrans(i).x,
o.vertexTrans(i).y);
win.draw(cog);
win.draw(edges);
}
void renderCircle(Circle& c, sf::RenderWindow& win)
{
sf::CircleShape circ(c.radius(), 30);
circ.setPosition(c.center().x - c.radius(), c.center().y - c.radius());
circ.setFillColor(sf::Color::White);
win.draw(circ);
}
void renderCluster(Cluster& c, sf::RenderWindow& win)
{
for (uint i = 0; i < c.objSet().size(); ++i)
{
if(c.objSet()[i]->category() == Object::Category::Polygon)
renderPolygon(*(dynamic_pointer_cast<Polygon>(c.objSet()[i])), win);
else if(c.objSet()[i]->category() == Object::Category::Circle)
renderCircle(*(dynamic_pointer_cast<Circle>(c.objSet()[i])), win);
else if(c.objSet()[i]->category() == Object::Category::Cluster)
renderCluster(*(dynamic_pointer_cast<Cluster>(c.objSet()[i])), win);
renderBoundBox(*c.objSet()[i], win);
}
sf::CircleShape cog(4, 10);
cog.setFillColor(sf::Color::Green);
cog.setPosition(c.getCog().x - 4, c.getCog().y - 4);
win.draw(cog);
}
void renderBoundBox(Object& o, sf::RenderWindow& win)
{
sf::VertexArray boxlines(sf::LinesStrip, 5);
boxlines[0].color = sf::Color(128, 0, 0);
boxlines[1].color = sf::Color(128, 0, 0);
boxlines[2].color = sf::Color(128, 0, 0);
boxlines[3].color = sf::Color(128, 0, 0);
boxlines[4].color = sf::Color(128, 0, 0);
boxlines[0].position = sf::Vector2f(o.bound_box.min.x,
o.bound_box.min.y);
boxlines[1].position = sf::Vector2f(o.bound_box.min.x,
o.bound_box.max.y);
boxlines[2].position = sf::Vector2f(o.bound_box.max.x,
o.bound_box.max.y);
boxlines[3].position = sf::Vector2f(o.bound_box.max.x,
o.bound_box.min.y);
boxlines[4].position = sf::Vector2f(o.bound_box.min.x,
o.bound_box.min.y);
win.draw(boxlines);
}
void renderSimulation(Simulator& p, sf::RenderWindow& win)
{
for (uint i = 0; i < p.objSet().size(); ++i)
{
if(p.objSet()[i]->category() == Object::Category::Polygon)
renderPolygon(*(dynamic_pointer_cast<Polygon>(p.objSet()[i])), win);
else if(p.objSet()[i]->category() == Object::Category::Circle)
renderCircle(*(dynamic_pointer_cast<Circle>(p.objSet()[i])), win);
else if(p.objSet()[i]->category() == Object::Category::Cluster)
renderCluster(*(dynamic_pointer_cast<Cluster>(p.objSet()[i])), win);
renderBoundBox(*p.objSet()[i], win);
}
sf::VertexArray normal(sf::LinesStrip, 2);
normal[0].color = sf::Color(255, 0, 0);
normal[1].color = sf::Color(255, 0, 0);
normal[0].position = sf::Vector2f(p.normal_marker.p1.x,
p.normal_marker.p1.y);
normal[1].position = sf::Vector2f(p.normal_marker.p2.x,
p.normal_marker.p2.y);
win.draw(normal);
}