diff options
author | donbright <hugh.m.bright@gmail.com> | 2013-03-05 23:47:14 (GMT) |
---|---|---|
committer | donbright <hugh.m.bright@gmail.com> | 2013-03-05 23:47:14 (GMT) |
commit | 42f21c3a0850083d245aa3ac346a53e876f0679e (patch) | |
tree | facf41750e0fe27cc4cdaf352c9c8e687011d103 /src/glview.cc | |
parent | 422c668dcb538f181683ae51305bf8d3404f48d6 (diff) | |
parent | 4734172c3a16cc06b09e4d2131aa8e380bd0f226 (diff) |
Merge pull request #288 from openscad/issue11_2
Issue11 2
Diffstat (limited to 'src/glview.cc')
-rw-r--r-- | src/glview.cc | 660 |
1 files changed, 0 insertions, 660 deletions
diff --git a/src/glview.cc b/src/glview.cc deleted file mode 100644 index 859bf82..0000000 --- a/src/glview.cc +++ /dev/null @@ -1,660 +0,0 @@ -/* - * OpenSCAD (www.openscad.org) - * Copyright (C) 2009-2011 Clifford Wolf <clifford@clifford.at> and - * Marius Kintel <marius@kintel.net> - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. - * - * As a special exception, you have permission to link this program - * with the CGAL library and distribute executables, as long as you - * follow the requirements of the GNU GPL in regard to all of the - * software in the executable aside from CGAL. - * - * This program 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 - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - * - */ - -#include "GLView.h" -#include "Preferences.h" -#include "renderer.h" -#include "rendersettings.h" -#include "linalg.h" - -#include <QApplication> -#include <QWheelEvent> -#include <QCheckBox> -#include <QDialogButtonBox> -#include <QMouseEvent> -#include <QMessageBox> -#include <QPushButton> -#include <QSettings> -#include <QTimer> -#include <QTextEdit> -#include <QVBoxLayout> -#include <QErrorMessage> -#include "OpenCSGWarningDialog.h" - -#include "mathc99.h" -#include <stdio.h> - -#ifdef ENABLE_OPENCSG -# include <opencsg.h> -#endif - -#ifdef _WIN32 -#include <GL/wglew.h> -#elif !defined(__APPLE__) -#include <GL/glxew.h> -#endif - -#define FAR_FAR_AWAY 100000.0 - -GLView::GLView(QWidget *parent) : QGLWidget(parent), renderer(NULL) -{ - init(); -} - -GLView::GLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent) -{ - init(); -} - -static bool running_under_wine = false; - -void GLView::init() -{ - this->viewer_distance = 500; - this->object_rot_x = 35; - this->object_rot_y = 0; - this->object_rot_z = -25; - this->object_trans_x = 0; - this->object_trans_y = 0; - this->object_trans_z = 0; - - this->mouse_drag_active = false; - - this->showedges = false; - this->showfaces = true; - this->orthomode = false; - this->showaxes = false; - this->showcrosshairs = false; - - for (int i = 0; i < 10; i++) - this->shaderinfo[i] = 0; - - this->statusLabel = NULL; - - setMouseTracking(true); -#ifdef ENABLE_OPENCSG - this->is_opencsg_capable = false; - this->has_shaders = false; - this->opencsg_support = true; - static int sId = 0; - this->opencsg_id = sId++; -#endif - -// see paintGL() + issue160 + wine FAQ -#ifdef _WIN32 -#include <windows.h> - HMODULE hntdll = GetModuleHandle(L"ntdll.dll"); - if (hntdll) - if ( (void *)GetProcAddress(hntdll, "wine_get_version") ) - running_under_wine = true; -#endif -} - -void GLView::setRenderer(Renderer *r) -{ - this->renderer = r; - if (r) updateGL(); // Let the last image stay, e.g. to avoid animation flickering -} - -void GLView::initializeGL() -{ - glEnable(GL_DEPTH_TEST); - glDepthRange(-FAR_FAR_AWAY, +FAR_FAR_AWAY); - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; - GLfloat light_position0[] = {-1.0, -1.0, +1.0, 0.0}; - GLfloat light_position1[] = {+1.0, +1.0, -1.0, 0.0}; - - glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); - glLightfv(GL_LIGHT0, GL_POSITION, light_position0); - glEnable(GL_LIGHT0); - glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); - glLightfv(GL_LIGHT1, GL_POSITION, light_position1); - glEnable(GL_LIGHT1); - glEnable(GL_LIGHTING); - glEnable(GL_NORMALIZE); - - glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); - glEnable(GL_COLOR_MATERIAL); - -#ifdef ENABLE_OPENCSG - GLenum err = glewInit(); - if (GLEW_OK != err) { - fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); - } - - GLint rbits, gbits, bbits, abits, dbits, sbits; - glGetIntegerv(GL_RED_BITS, &rbits); - glGetIntegerv(GL_GREEN_BITS, &gbits); - glGetIntegerv(GL_BLUE_BITS, &bbits); - glGetIntegerv(GL_ALPHA_BITS, &abits); - glGetIntegerv(GL_DEPTH_BITS, &dbits); - glGetIntegerv(GL_STENCIL_BITS, &sbits); - - - this->rendererInfo.sprintf("GLEW version %s\n" - "OpenGL version %s\n" - "%s (%s)\n\n" - "RGBA(%d%d%d%d), depth(%d), stencil(%d)\n" - "Extensions:\n" - "%s\n", - glewGetString(GLEW_VERSION), - glGetString(GL_VERSION), - glGetString(GL_RENDERER), - glGetString(GL_VENDOR), - rbits, gbits, bbits, abits, dbits, sbits, - glGetString(GL_EXTENSIONS)); -// FIXME: glGetString(GL_EXTENSIONS) is deprecated in OpenGL 3.0. -// Use: glGetIntegerv(GL_NUM_EXTENSIONS, &NumberOfExtensions) and -// glGetStringi(GL_EXTENSIONS, i) - - const char *openscad_disable_gl20_env = getenv("OPENSCAD_DISABLE_GL20"); - if (openscad_disable_gl20_env && !strcmp(openscad_disable_gl20_env, "0")) { - openscad_disable_gl20_env = NULL; - } - - // All OpenGL 2 contexts are OpenCSG capable - if (GLEW_VERSION_2_0) { - if (!openscad_disable_gl20_env) { - this->is_opencsg_capable = true; - this->has_shaders = true; - } - } - // If OpenGL < 2, check for extensions - else { - if (GLEW_ARB_framebuffer_object) this->is_opencsg_capable = true; - else if (GLEW_EXT_framebuffer_object && GLEW_EXT_packed_depth_stencil) { - this->is_opencsg_capable = true; - } -#ifdef WIN32 - else if (WGLEW_ARB_pbuffer && WGLEW_ARB_pixel_format) this->is_opencsg_capable = true; -#elif !defined(__APPLE__) - else if (GLXEW_SGIX_pbuffer && GLXEW_SGIX_fbconfig) this->is_opencsg_capable = true; -#endif - } - - if (!GLEW_VERSION_2_0 || !this->is_opencsg_capable) { - if (Preferences::inst()->getValue("advanced/opencsg_show_warning").toBool()) { - QTimer::singleShot(0, this, SLOT(display_opencsg_warning())); - } - } - if (opencsg_support && this->has_shaders) { - /* - Uniforms: - 1 color1 - face color - 2 color2 - edge color - 7 xscale - 8 yscale - - Attributes: - 3 trig - 4 pos_b - 5 pos_c - 6 mask - - Other: - 9 width - 10 height - - Outputs: - tp - tr - shading - */ - const char *vs_source = - "uniform float xscale, yscale;\n" - "attribute vec3 pos_b, pos_c;\n" - "attribute vec3 trig, mask;\n" - "varying vec3 tp, tr;\n" - "varying float shading;\n" - "void main() {\n" - " vec4 p0 = gl_ModelViewProjectionMatrix * gl_Vertex;\n" - " vec4 p1 = gl_ModelViewProjectionMatrix * vec4(pos_b, 1.0);\n" - " vec4 p2 = gl_ModelViewProjectionMatrix * vec4(pos_c, 1.0);\n" - " float a = distance(vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n" - " float b = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p1.x/p1.w, yscale*p1.y/p1.w));\n" - " float c = distance(vec2(xscale*p0.x/p0.w, yscale*p0.y/p0.w), vec2(xscale*p2.x/p2.w, yscale*p2.y/p2.w));\n" - " float s = (a + b + c) / 2.0;\n" - " float A = sqrt(s*(s-a)*(s-b)*(s-c));\n" - " float ha = 2.0*A/a;\n" - " gl_Position = p0;\n" - " tp = mask * ha;\n" - " tr = trig;\n" - " vec3 normal, lightDir;\n" - " normal = normalize(gl_NormalMatrix * gl_Normal);\n" - " lightDir = normalize(vec3(gl_LightSource[0].position));\n" - " shading = abs(dot(normal, lightDir));\n" - "}\n"; - - /* - Inputs: - tp && tr - if any components of tp < tr, use color2 (edge color) - shading - multiplied by color1. color2 is is without lighting - */ - const char *fs_source = - "uniform vec4 color1, color2;\n" - "varying vec3 tp, tr, tmp;\n" - "varying float shading;\n" - "void main() {\n" - " gl_FragColor = vec4(color1.r * shading, color1.g * shading, color1.b * shading, color1.a);\n" - " if (tp.x < tr.x || tp.y < tr.y || tp.z < tr.z)\n" - " gl_FragColor = color2;\n" - "}\n"; - - GLuint vs = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vs, 1, (const GLchar**)&vs_source, NULL); - glCompileShader(vs); - - GLuint fs = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fs, 1, (const GLchar**)&fs_source, NULL); - glCompileShader(fs); - - GLuint edgeshader_prog = glCreateProgram(); - glAttachShader(edgeshader_prog, vs); - glAttachShader(edgeshader_prog, fs); - glLinkProgram(edgeshader_prog); - - shaderinfo[0] = edgeshader_prog; - shaderinfo[1] = glGetUniformLocation(edgeshader_prog, "color1"); - shaderinfo[2] = glGetUniformLocation(edgeshader_prog, "color2"); - shaderinfo[3] = glGetAttribLocation(edgeshader_prog, "trig"); - shaderinfo[4] = glGetAttribLocation(edgeshader_prog, "pos_b"); - shaderinfo[5] = glGetAttribLocation(edgeshader_prog, "pos_c"); - shaderinfo[6] = glGetAttribLocation(edgeshader_prog, "mask"); - shaderinfo[7] = glGetUniformLocation(edgeshader_prog, "xscale"); - shaderinfo[8] = glGetUniformLocation(edgeshader_prog, "yscale"); - - GLenum err = glGetError(); - if (err != GL_NO_ERROR) { - fprintf(stderr, "OpenGL Error: %s\n", gluErrorString(err)); - } - - GLint status; - glGetProgramiv(edgeshader_prog, GL_LINK_STATUS, &status); - if (status == GL_FALSE) { - int loglen; - char logbuffer[1000]; - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - fprintf(stderr, "OpenGL Program Linker Error:\n%.*s", loglen, logbuffer); - } else { - int loglen; - char logbuffer[1000]; - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - if (loglen > 0) { - fprintf(stderr, "OpenGL Program Link OK:\n%.*s", loglen, logbuffer); - } - glValidateProgram(edgeshader_prog); - glGetProgramInfoLog(edgeshader_prog, sizeof(logbuffer), &loglen, logbuffer); - if (loglen > 0) { - fprintf(stderr, "OpenGL Program Validation results:\n%.*s", loglen, logbuffer); - } - } - } -#endif /* ENABLE_OPENCSG */ -} - -#ifdef ENABLE_OPENCSG -void GLView::display_opencsg_warning() -{ - OpenCSGWarningDialog *dialog = new OpenCSGWarningDialog(this); - - QString message; - if (this->is_opencsg_capable) { - message += "Warning: You may experience OpenCSG rendering errors.\n\n"; - } - else { - message += "Warning: Missing OpenGL capabilities for OpenCSG - OpenCSG has been disabled.\n\n"; - dialog->enableOpenCSGBox->hide(); - } - message += "It is highly recommended to use OpenSCAD on a system with " - "OpenGL 2.0 or later.\n" - "Your renderer information is as follows:\n"; - QString rendererinfo; - rendererinfo.sprintf("GLEW version %s\n" - "%s (%s)\n" - "OpenGL version %s\n", - glewGetString(GLEW_VERSION), - glGetString(GL_RENDERER), glGetString(GL_VENDOR), - glGetString(GL_VERSION)); - message += rendererinfo; - - dialog->setText(message); - dialog->enableOpenCSGBox->setChecked(Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool()); - dialog->exec(); - - opencsg_support = this->is_opencsg_capable && Preferences::inst()->getValue("advanced/enable_opencsg_opengl1x").toBool(); -} -#endif - -void GLView::resizeGL(int w, int h) -{ -#ifdef ENABLE_OPENCSG - shaderinfo[9] = w; - shaderinfo[10] = h; -#endif - glViewport(0, 0, w, h); - w_h_ratio = sqrt((double)w / (double)h); - - setupPerspective(); -} - -void GLView::setupPerspective() -{ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-w_h_ratio, +w_h_ratio, -(1/w_h_ratio), +(1/w_h_ratio), +10.0, +FAR_FAR_AWAY); - gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); -} - -void GLView::setupOrtho(double distance, bool offset) -{ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - if(offset) - glTranslated(-0.8, -0.8, 0); - double l = distance/10; - glOrtho(-w_h_ratio*l, +w_h_ratio*l, - -(1/w_h_ratio)*l, +(1/w_h_ratio)*l, - -FAR_FAR_AWAY, +FAR_FAR_AWAY); - gluLookAt(0.0, -viewer_distance, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); -} - -void GLView::paintGL() -{ - glEnable(GL_LIGHTING); - - if (orthomode) setupOrtho(viewer_distance); - else setupPerspective(); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - Color4f bgcol = RenderSettings::inst()->color(RenderSettings::BACKGROUND_COLOR); - glClearColor(bgcol[0], bgcol[1], bgcol[2], 0.0); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - - glRotated(object_rot_x, 1.0, 0.0, 0.0); - glRotated(object_rot_y, 0.0, 1.0, 0.0); - glRotated(object_rot_z, 0.0, 0.0, 1.0); - - // FIXME: Crosshairs and axes are lighted, this doesn't make sense and causes them - // to change color based on view orientation. - if (showcrosshairs) - { - glLineWidth(3); - Color4f col = RenderSettings::inst()->color(RenderSettings::CROSSHAIR_COLOR); - glColor3f(col[0], col[1], col[2]); - glBegin(GL_LINES); - for (double xf = -1; xf <= +1; xf += 2) - for (double yf = -1; yf <= +1; yf += 2) { - double vd = viewer_distance/20; - glVertex3d(-xf*vd, -yf*vd, -vd); - glVertex3d(+xf*vd, +yf*vd, +vd); - } - glEnd(); - } - - glTranslated(object_trans_x, object_trans_y, object_trans_z); - - // Large gray axis cross inline with the model - // FIXME: This is always gray - adjust color to keep contrast with background - if (showaxes) - { - glLineWidth(1); - glColor3d(0.5, 0.5, 0.5); - glBegin(GL_LINES); - double l = viewer_distance/10; - glVertex3d(-l, 0, 0); - glVertex3d(+l, 0, 0); - glVertex3d(0, -l, 0); - glVertex3d(0, +l, 0); - glVertex3d(0, 0, -l); - glVertex3d(0, 0, +l); - glEnd(); - } - - glDepthFunc(GL_LESS); - glCullFace(GL_BACK); - glDisable(GL_CULL_FACE); - - glLineWidth(2); - glColor3d(1.0, 0.0, 0.0); - - if (this->renderer) { -#if defined(ENABLE_MDI) && defined(ENABLE_OPENCSG) - // FIXME: This belongs in the OpenCSG renderer, but it doesn't know about this ID yet - OpenCSG::setContext(this->opencsg_id); -#endif - this->renderer->draw(showfaces, showedges); - } - - // Small axis cross in the lower left corner - if (showaxes) - { - glDepthFunc(GL_ALWAYS); - - setupOrtho(1000,true); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glRotated(object_rot_x, 1.0, 0.0, 0.0); - glRotated(object_rot_y, 0.0, 1.0, 0.0); - glRotated(object_rot_z, 0.0, 0.0, 1.0); - - glLineWidth(1); - glBegin(GL_LINES); - glColor3d(1.0, 0.0, 0.0); - glVertex3d(0, 0, 0); glVertex3d(10, 0, 0); - glColor3d(0.0, 1.0, 0.0); - glVertex3d(0, 0, 0); glVertex3d(0, 10, 0); - glColor3d(0.0, 0.0, 1.0); - glVertex3d(0, 0, 0); glVertex3d(0, 0, 10); - glEnd(); - - GLdouble mat_model[16]; - glGetDoublev(GL_MODELVIEW_MATRIX, mat_model); - - GLdouble mat_proj[16]; - glGetDoublev(GL_PROJECTION_MATRIX, mat_proj); - - GLint viewport[4]; - glGetIntegerv(GL_VIEWPORT, viewport); - - GLdouble xlabel_x, xlabel_y, xlabel_z; - gluProject(12, 0, 0, mat_model, mat_proj, viewport, &xlabel_x, &xlabel_y, &xlabel_z); - xlabel_x = round(xlabel_x); xlabel_y = round(xlabel_y); - - GLdouble ylabel_x, ylabel_y, ylabel_z; - gluProject(0, 12, 0, mat_model, mat_proj, viewport, &ylabel_x, &ylabel_y, &ylabel_z); - ylabel_x = round(ylabel_x); ylabel_y = round(ylabel_y); - - GLdouble zlabel_x, zlabel_y, zlabel_z; - gluProject(0, 0, 12, mat_model, mat_proj, viewport, &zlabel_x, &zlabel_y, &zlabel_z); - zlabel_x = round(zlabel_x); zlabel_y = round(zlabel_y); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glTranslated(-1, -1, 0); - glScaled(2.0/viewport[2], 2.0/viewport[3], 1); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - // FIXME: This was an attempt to keep contrast with background, but is suboptimal - // (e.g. nearly invisible against a gray background). -// int r,g,b; -// r=g=b=0; -// bgcol.getRgb(&r, &g, &b); -// glColor3f((255.0f-r)/255.0f, (255.0f-g)/255.0f, (255.0f-b)/255.0f); - glColor3f(0.0f, 0.0f, 0.0f); - glBegin(GL_LINES); - // X Label - glVertex3d(xlabel_x-3, xlabel_y-3, 0); glVertex3d(xlabel_x+3, xlabel_y+3, 0); - glVertex3d(xlabel_x-3, xlabel_y+3, 0); glVertex3d(xlabel_x+3, xlabel_y-3, 0); - // Y Label - glVertex3d(ylabel_x-3, ylabel_y-3, 0); glVertex3d(ylabel_x+3, ylabel_y+3, 0); - glVertex3d(ylabel_x-3, ylabel_y+3, 0); glVertex3d(ylabel_x, ylabel_y, 0); - // Z Label - glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y-3, 0); - glVertex3d(zlabel_x-3, zlabel_y+3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); - glVertex3d(zlabel_x-3, zlabel_y-3, 0); glVertex3d(zlabel_x+3, zlabel_y+3, 0); - glEnd(); - - //Restore perspective for next paint - if(!orthomode) - setupPerspective(); - } - - if (statusLabel) { - QString msg; - msg.sprintf("Viewport: translate = [ %.2f %.2f %.2f ], rotate = [ %.2f %.2f %.2f ], distance = %.2f", - -object_trans_x, -object_trans_y, -object_trans_z, - fmodf(360 - object_rot_x + 90, 360), fmodf(360 - object_rot_y, 360), fmodf(360 - object_rot_z, 360), viewer_distance); - statusLabel->setText(msg); - } - - if (running_under_wine) swapBuffers(); -} - -void GLView::keyPressEvent(QKeyEvent *event) -{ - if (event->key() == Qt::Key_Plus) { - viewer_distance *= 0.9; - updateGL(); - return; - } - if (event->key() == Qt::Key_Minus) { - viewer_distance /= 0.9; - updateGL(); - return; - } -} - -void GLView::wheelEvent(QWheelEvent *event) -{ - viewer_distance *= pow(0.9, event->delta() / 120.0); - updateGL(); -} - -void GLView::mousePressEvent(QMouseEvent *event) -{ - mouse_drag_active = true; - last_mouse = event->globalPos(); -} - -void GLView::normalizeAngle(GLdouble& angle) -{ - while(angle < 0) - angle += 360; - while(angle > 360) - angle -= 360; -} - -void GLView::mouseMoveEvent(QMouseEvent *event) -{ - QPoint this_mouse = event->globalPos(); - double dx = (this_mouse.x()-last_mouse.x()) * 0.7; - double dy = (this_mouse.y()-last_mouse.y()) * 0.7; - if (mouse_drag_active) { - if (event->buttons() & Qt::LeftButton -#ifdef Q_WS_MAC - && !(event->modifiers() & Qt::MetaModifier) -#endif - ) { - // Left button rotates in xz, Shift-left rotates in xy - // On Mac, Ctrl-Left is handled as right button on other platforms - object_rot_x += dy; - if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) - object_rot_y += dx; - else - object_rot_z += dx; - - normalizeAngle(object_rot_x); - normalizeAngle(object_rot_y); - normalizeAngle(object_rot_z); - } else { - // Right button pans in the xz plane - // Middle button pans in the xy plane - // Shift-right and Shift-middle zooms - if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) { - viewer_distance += (GLdouble)dy; - } else { - - double mx = +(dx) * viewer_distance/1000; - double mz = -(dy) * viewer_distance/1000; - - double my = 0; -#if (QT_VERSION < QT_VERSION_CHECK(4, 7, 0)) - if (event->buttons() & Qt::MidButton) { -#else - if (event->buttons() & Qt::MiddleButton) { -#endif - my = mz; - mz = 0; - // actually lock the x-position - // (turns out to be easier to use than xy panning) - mx = 0; - } - - Matrix3d aax, aay, aaz, tm3; - aax = Eigen::AngleAxisd(-(object_rot_x/180) * M_PI, Vector3d::UnitX()); - aay = Eigen::AngleAxisd(-(object_rot_y/180) * M_PI, Vector3d::UnitY()); - aaz = Eigen::AngleAxisd(-(object_rot_z/180) * M_PI, Vector3d::UnitZ()); - tm3 = Matrix3d::Identity(); - tm3 = aaz * (aay * (aax * tm3)); - - Matrix4d tm; - tm = Matrix4d::Identity(); - for (int i=0;i<3;i++) for (int j=0;j<3;j++) tm(j,i)=tm3(j,i); - - Matrix4d vec; - vec << - 0, 0, 0, mx, - 0, 0, 0, my, - 0, 0, 0, mz, - 0, 0, 0, 1 - ; - tm = tm * vec; - object_trans_x += tm(0,3); - object_trans_y += tm(1,3); - object_trans_z += tm(2,3); - } - } - updateGL(); - emit doAnimateUpdate(); - } - last_mouse = this_mouse; -} - -void GLView::mouseReleaseEvent(QMouseEvent*) -{ - mouse_drag_active = false; - releaseMouse(); -} |