From 2409443c4cf18c98afa97f2f9e02aec46e2dd646 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Martin=20=C5=A0toura=C4=8D?= <525032@mail.muni.cz>
Date: Mon, 18 Sep 2023 19:28:41 +0200
Subject: [PATCH] added name conv. to simulator variables

---
 src/studio/include/studio/simulator.hpp | 10 +--
 src/studio/src/simulator.cpp            | 96 ++++++++++++-------------
 2 files changed, 53 insertions(+), 53 deletions(-)

diff --git a/src/studio/include/studio/simulator.hpp b/src/studio/include/studio/simulator.hpp
index c455bdd..939bc29 100644
--- a/src/studio/include/studio/simulator.hpp
+++ b/src/studio/include/studio/simulator.hpp
@@ -42,7 +42,7 @@ enum class state { select, move, rotate, plus };
 
 struct Simulator : public osi::Simulator
 {
-    // TODO: Non-void methods to functions with extra parameters
+    // TO DO: Non-void methods to functions with extra parameters
     Simulator();
     ~Simulator();
 
@@ -58,12 +58,12 @@ struct Simulator : public osi::Simulator
     
     void processInput();
 
-    void addRay(glm::vec3 rayPosition, glm::vec3 rayDirection);
+    void addRay(glm::vec3 ray_position, glm::vec3 ray_direction);
     void addSelectionAABB(node_ptr node);
     void addPreAddAABB(node_ptr node, Frame position);
 
     //findIntersection uses functions 'intersect_axis' and 'intersect'
-    node_ptr findIntersection(glm::vec3 rayPosition, glm::vec3 rayDirection); // Not node tree compatible
+    node_ptr findIntersection(glm::vec3 ray_position, glm::vec3 ray_direction); // Not node tree compatible
     std::pair<glm::vec3, glm::vec3> get_pick_ray();
     void manageSelection(node_ptr nearest_node); // Not node tree compatible
 
@@ -106,8 +106,8 @@ private:
     std::map<std::string, shader_ptr> my_shaders;
 };
 
-std::pair<float, float> intersect_axis(float rayDirection_a, float rayPosition_a, float LH_first_a, float LH_second_a);
-std::pair<float, float> intersect(glm::vec3 rayPosition, glm::vec3 rayDirection, std::pair<glm::vec3, glm::vec3> LH);
+std::pair<float, float> intersect_axis(float ray_direction_a, float ray_position_a, float LH_first_a, float LH_second_a);
+std::pair<float, float> intersect(glm::vec3 ray_position, glm::vec3 ray_direction, std::pair<glm::vec3, glm::vec3> LH);
 
 }
 
diff --git a/src/studio/src/simulator.cpp b/src/studio/src/simulator.cpp
index e724b20..ebb6d84 100644
--- a/src/studio/src/simulator.cpp
+++ b/src/studio/src/simulator.cpp
@@ -77,7 +77,7 @@ std::vector<float> lit_cube_normals =
     0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f
 };
 
-std::vector<float> getnormals(std::vector<unsigned int> &indices, std::vector<float> &vertices)
+std::vector<float> get_normals(std::vector<unsigned int> &indices, std::vector<float> &vertices)
 {
     std::vector<float> normals;
     for (int i = 0; i < indices.size(); i += 3) 
@@ -342,14 +342,14 @@ void Simulator::processInput()
     ASSUMPTION(glGetError() == GL_NO_ERROR);
 }
 
-void Simulator::addRay(glm::vec3 rayPosition, glm::vec3 rayDirection)
+void Simulator::addRay(glm::vec3 ray_position, glm::vec3 ray_direction)
 {
-    object_ptr ray = std::make_shared<Object>(Object{{0, 0, 0, rayDirection.x, rayDirection.y, rayDirection.z},
+    object_ptr ray = std::make_shared<Object>(Object{{0, 0, 0, ray_direction.x, ray_direction.y, ray_direction.z},
                                                      {0, 1}, {}, glm::vec3(0.5f, 1, 0.31f), "basic"});
     ray->setDrawMode(GL_LINES);
     ray->setSelectability(false);
 
-    frame_ptr ray_frame = std::make_shared<Frame>(rayPosition);
+    frame_ptr ray_frame = std::make_shared<Frame>(ray_position);
     scene.emplace_back(std::make_shared<Node>(ray_frame));
     scene.back()->addObject(std::move(ray));
 }
@@ -391,7 +391,7 @@ void Simulator::addPreAddAABB(node_ptr node, Frame position)
     scene.erase(scene.end() - 2);
 }
 
-node_ptr Simulator::findIntersection(glm::vec3 rayPosition, glm::vec3 rayDirection)
+node_ptr Simulator::findIntersection(glm::vec3 ray_position, glm::vec3 ray_direction)
 {
     node_ptr nearest_node = nullptr;
     float nearest_t = std::numeric_limits<float>::infinity();
@@ -404,7 +404,7 @@ node_ptr Simulator::findIntersection(glm::vec3 rayPosition, glm::vec3 rayDirecti
                 continue;
             
             auto LH_world = obj->getAABB().getLHWorld(node);
-            auto [ t0, t1 ] = intersect(rayPosition, rayDirection, LH_world);
+            auto [ t0, t1 ] = intersect(ray_position, ray_direction, LH_world);
 
             if ( t1 < t0 || t1 < 0)
                 continue;
@@ -432,42 +432,42 @@ std::pair<glm::vec3, glm::vec3> Simulator::get_pick_ray()
     
     // https://gamedev.stackexchange.com/questions/12360/how-do-you-determine-which-object-surface-the-users-pointing-at-with-lwjgl/12370#12370
     //get the mouse position in screenSpace coords
-    float aspectRatio = camera->getWindowSize().x / camera->getWindowSize().y;
-    float screenSpaceX = ((float) mouse().pos().x / (window().size().x / 2) - 1.0f) * aspectRatio;
-    float screenSpaceY = (1.0f - (float) mouse().pos().y / (window().size().y / 2));
+    float aspect_ratio = camera->getWindowSize().x / camera->getWindowSize().y;
+    float screen_space_X = ((float) mouse().pos().x / (window().size().x / 2) - 1.0f) * aspect_ratio;
+    float screen_space_Y = (1.0f - (float) mouse().pos().y / (window().size().y / 2));
 
-    float viewRatio = glm::tan((glm::pi<float>() / (180.f/camera->getFOV()) / 2.0f));  // * zoomFactor;
+    float view_ratio = glm::tan((glm::pi<float>() / (180.f/camera->getFOV()) / 2.0f));  // * zoomFactor;
 
-    screenSpaceX = screenSpaceX * viewRatio;
-    screenSpaceY = screenSpaceY * viewRatio;
+    screen_space_X = screen_space_X * view_ratio;
+    screen_space_Y = screen_space_Y * view_ratio;
 
     //Find the far and near camera spaces
-    float nearPlane = 0.1f;
-    float farPlane = 100.0f;
-    glm::vec4 cameraSpaceNear = glm::vec4(screenSpaceX * nearPlane, screenSpaceY * nearPlane, -nearPlane, 1);
-    glm::vec4 cameraSpaceFar = glm::vec4(screenSpaceX * farPlane,  screenSpaceY * farPlane,  -farPlane, 1);
+    float near_plane = 0.1f;
+    float far_plane = 100.0f;
+    glm::vec4 camera_space_near = glm::vec4(screen_space_X * near_plane, screen_space_Y * near_plane, -near_plane, 1);
+    glm::vec4 camera_space_far = glm::vec4(screen_space_X * far_plane,  screen_space_Y * far_plane,  -far_plane, 1);
 
     //Unproject the 2D window into 3D to see where in 3D we're actually clicking
-    glm::mat4 invView = glm::inverse(view);
-    // Matrix4f.transform(invView, cameraSpaceNear, worldSpaceNear); ??????????????
-    glm::vec4 worldSpaceNear = invView * cameraSpaceNear;
-    // Matrix4f.transform(invView, cameraSpaceFar, worldSpaceFar); ???????????????
-    glm::vec4 worldSpaceFar = cameraSpaceFar * worldSpaceFar;
+    glm::mat4 inv_view = glm::inverse(view);
+    // Matrix4f.transform(invView, cameraSpaceNear, world_space_near); ??????????????
+    glm::vec4 world_space_near = inv_view * camera_space_near;
+    // Matrix4f.transform(invView, cameraSpaceFar, world_space_far); ???????????????
+    glm::vec4 world_space_far = camera_space_far * world_space_far;
 
     //calculate the ray position and direction
-    glm::vec3 rayPosition = glm::vec3(worldSpaceNear.x, worldSpaceNear.y, worldSpaceNear.z);
-    glm::vec3 rayDirection = -glm::vec3(worldSpaceFar.x - worldSpaceNear.x, 
-                                        worldSpaceFar.y - worldSpaceNear.y, 
-                                        worldSpaceFar.z - worldSpaceNear.z);
+    glm::vec3 ray_position = glm::vec3(world_space_near.x, world_space_near.y, world_space_near.z);
+    glm::vec3 ray_direction = -glm::vec3(world_space_far.x - world_space_near.x, 
+                                        world_space_far.y - world_space_near.y, 
+                                        world_space_far.z - world_space_near.z);
 
-    rayDirection = camera->getFrame()->getRotation() * rayDirection;
+    ray_direction = camera->getFrame()->getRotation() * ray_direction;
 
     /* VISUAL REPRESENTATION OF RAY */
-    // addRay(rayPosition, rayDirection);
+    // addRay(ray_position, ray_direction);
 
-    rayDirection = glm::normalize(rayDirection);
+    ray_direction = glm::normalize(ray_direction);
 
-    return {rayPosition, rayDirection};
+    return {ray_position, ray_direction};
 }
 
 void Simulator::removeNode(node_ptr node)
@@ -509,9 +509,9 @@ void Simulator::selectObject()
     if (!mouse().just_released().contains("MouseLeft"))
         return;
 
-    auto [ rayPosition, rayDirection ] = get_pick_ray();
+    auto [ ray_position, ray_direction ] = get_pick_ray();
 
-    auto nearest_node = findIntersection(rayPosition, rayDirection);
+    auto nearest_node = findIntersection(ray_position, ray_direction);
 
     manageSelection(nearest_node);
 }
@@ -532,10 +532,10 @@ void Simulator::moveObject()
         return;
     }
 
-    auto [ rayPosition, rayDirection ] = get_pick_ray();
+    auto [ ray_position, ray_direction ] = get_pick_ray();
 
     // Initial click not onto the selected object
-    if (!object_moving && findIntersection(rayPosition, rayDirection) != selection) 
+    if (!object_moving && findIntersection(ray_position, ray_direction) != selection) 
         return;
 
     /* Controller setup */
@@ -543,11 +543,11 @@ void Simulator::moveObject()
     controller->setup(timer().dt(), selection->getFrame());
 
     if (keyboard().down().contains("LeftShift"))
-        controller->mouseElevationMove(rayPosition, rayDirection, 
+        controller->mouseElevationMove(ray_position, ray_direction, 
                                          active_cameras[0]->getFrame()->getRotation(), 
                                          prev_plane_intersect, object_moving);
     else
-        controller->mouseHorizontalMove(rayPosition, rayDirection, prev_plane_intersect, object_moving);
+        controller->mouseHorizontalMove(ray_position, ray_direction, prev_plane_intersect, object_moving);
 }
 
 void Simulator::rotateObject()
@@ -570,11 +570,11 @@ void Simulator::addObject()
     glm::quat rotation = selection->getFrame()->getRotation();
     glm::vec3 scale = selection->getFrame()->getScale();
 
-    auto [ rayPosition , rayDirection ] = get_pick_ray();
+    auto [ ray_position , ray_direction ] = get_pick_ray();
 
-    float distance = glm::length(rayPosition - position);
+    float distance = glm::length(ray_position - position);
     
-    auto new_item_pos = rayPosition + distance * rayDirection;
+    auto new_item_pos = ray_position + distance * ray_direction;
     Frame new_item_frame(new_item_pos, rotation, scale);
 
     scene.emplace_back(std::make_shared<Node>(std::make_shared<Frame>(new_item_frame)));
@@ -618,33 +618,33 @@ void Simulator::processMouse()
 
 /* INDEPENDENT FUNCTIONS */
 
-std::pair<float, float> intersect_axis(float rayDirection_a, float rayPosition_a, 
+std::pair<float, float> intersect_axis(float ray_direction_a, float ray_position_a, 
                                                   float LH_first_a, float LH_second_a)
 {
     float t_low;
     float t_high;
-    if (rayDirection_a == 0 && LH_first_a <= rayPosition_a && rayPosition_a <= LH_second_a)
+    if (ray_direction_a == 0 && LH_first_a <= ray_position_a && ray_position_a <= LH_second_a)
     {
         t_low = -std::numeric_limits<float>::infinity();
         t_high = std::numeric_limits<float>::infinity();
     }
     else
     {
-        t_low = glm::min((LH_first_a - rayPosition_a) / rayDirection_a, 
-                         (LH_second_a - rayPosition_a) / rayDirection_a);
-        t_high = glm::max((LH_first_a - rayPosition_a) / rayDirection_a,
-                          (LH_second_a - rayPosition_a) / rayDirection_a);
+        t_low = glm::min((LH_first_a - ray_position_a) / ray_direction_a, 
+                         (LH_second_a - ray_position_a) / ray_direction_a);
+        t_high = glm::max((LH_first_a - ray_position_a) / ray_direction_a,
+                          (LH_second_a - ray_position_a) / ray_direction_a);
     }
 
     return { t_low, t_high };
 }
 
-std::pair<float, float> intersect(glm::vec3 rayPosition, glm::vec3 rayDirection, 
+std::pair<float, float> intersect(glm::vec3 ray_position, glm::vec3 ray_direction, 
                                              std::pair<glm::vec3, glm::vec3> LH)
 {
-    auto [ tx, tX ] = intersect_axis(rayDirection.x, rayPosition.x, LH.first.x, LH.second.x);
-    auto [ ty, tY ] = intersect_axis(rayDirection.y, rayPosition.y, LH.first.y, LH.second.y);
-    auto [ tz, tZ ] = intersect_axis(rayDirection.z, rayPosition.z, LH.first.z, LH.second.z);
+    auto [ tx, tX ] = intersect_axis(ray_direction.x, ray_position.x, LH.first.x, LH.second.x);
+    auto [ ty, tY ] = intersect_axis(ray_direction.y, ray_position.y, LH.first.y, LH.second.y);
+    auto [ tz, tZ ] = intersect_axis(ray_direction.z, ray_position.z, LH.first.z, LH.second.z);
 
     float t0 = glm::max(tx, glm::max(ty, tz));
     float t1 = glm::min(tX, glm::min(tY, tZ));
-- 
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