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+/*
+ * 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();
+}
contact: Jan Huwald // Impressum