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Diffstat (limited to 'src/qglview.cc')
-rw-r--r-- | src/qglview.cc | 660 |
1 files changed, 660 insertions, 0 deletions
diff --git a/src/qglview.cc b/src/qglview.cc new file mode 100644 index 0000000..a359a68 --- /dev/null +++ b/src/qglview.cc @@ -0,0 +1,660 @@ +/* + * 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 "QGLView.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 + +QGLView::QGLView(QWidget *parent) : QGLWidget(parent), renderer(NULL) +{ + init(); +} + +QGLView::QGLView(const QGLFormat & format, QWidget *parent) : QGLWidget(format, parent) +{ + init(); +} + +static bool running_under_wine = false; + +void QGLView::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 QGLView::setRenderer(Renderer *r) +{ + this->renderer = r; + if (r) updateGL(); // Let the last image stay, e.g. to avoid animation flickering +} + +void QGLView::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 QGLView::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 QGLView::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 QGLView::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 QGLView::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 QGLView::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 QGLView::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 QGLView::wheelEvent(QWheelEvent *event) +{ + viewer_distance *= pow(0.9, event->delta() / 120.0); + updateGL(); +} + +void QGLView::mousePressEvent(QMouseEvent *event) +{ + mouse_drag_active = true; + last_mouse = event->globalPos(); +} + +void QGLView::normalizeAngle(GLdouble& angle) +{ + while(angle < 0) + angle += 360; + while(angle > 360) + angle -= 360; +} + +void QGLView::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 QGLView::mouseReleaseEvent(QMouseEvent*) +{ + mouse_drag_active = false; + releaseMouse(); +} |