git-svn-id: svn://db.shs.com.ru/libs@45 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -16,12 +16,10 @@
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gltypes.h"
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#include "glcamera.h"
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#include "qglview.h"
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QGLWidget * currentQGLView;
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Camera * currentCamera;
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QMatrix4x4 globCameraMatrix;
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QMutex globMutex;
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@@ -172,195 +170,6 @@ QImage rotateQImageRight(const QImage & im) {
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void Camera::anglesFromPoints() {
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QVector3D dv = aim_ - pos_, tv;
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tv = QVector3D(dv.x(), dv.y(), 0.);
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angle_z = atan2(tv.x(), tv.y()) * rad2deg;
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angle_xy = piClamp<GLdouble>(atan2(tv.length(), dv.z()) * rad2deg + 180., angle_limit_lower_xy, angle_limit_upper_xy);
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}
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void Camera::apply(const GLdouble & aspect) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (aspect <= 1.)
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glScaled(aspect, aspect, 1.);
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QMatrix4x4 pm;// = glMatrixPerspective(fov_, aspect, depth_start, depth_end);
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pm.perspective(fov_, aspect, depth_start, depth_end);
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//qDebug() << pm << glMatrixPerspective(fov_, aspect, depth_start, depth_end);;
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setGLMatrix(pm);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslated(0., 0., -distance());
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glRotated(angle_xy, 1., 0., 0.);
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glRotated(angle_roll, 0., -1., 0.);
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glRotated(angle_z, 0., 0., 1.);
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//glTranslated(pos_.x(), pos_.y(), pos_.z());
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//if (mirror_y) glScalef(1,-1,-1);
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//if (mirror_x) glScalef(-1,1,-1);
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//glScalef(-1,-1,1);
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glTranslated(-aim_.x(), -aim_.y(), -aim_.z());
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetDoublev(GL_PROJECTION_MATRIX, projection);
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glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
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//qDebug() << "viewport" << viewport[0] << viewport[1] << viewport[2] << viewport[3];
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}
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void Camera::panZ(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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angle_z += a;
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dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
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aim_ = pos_ + dv;
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}
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void Camera::panXY(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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angle_xy += a;
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angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
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tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
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aim_ = pos_ + dv;
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}
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void Camera::rotateZ(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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angle_z += a;
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dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
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aim_ = pos_ + dv;
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}
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void Camera::rotateXY(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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angle_xy += a;
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angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
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tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
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aim_ = pos_ + dv;
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}
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void Camera::orbitZ(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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angle_z += a;
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dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
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pos_ = aim_ - dv;
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}
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void Camera::orbitXY(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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angle_xy += a;
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angle_xy = piClamp<GLdouble>(angle_xy, angle_limit_lower_xy, angle_limit_upper_xy);
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tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
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pos_ = aim_ - dv;
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}
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void Camera::setAngleZ(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = QVector2D(dv.x(), dv.y()).length();
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angle_z = a;
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dv = QVector3D(sin(angle_z * deg2rad) * tl, cos(angle_z * deg2rad) * tl, dv.z());
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aim_ = pos_ + dv;
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}
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void Camera::setAngleXY(const double & a) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length(), tc;
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angle_xy = a;
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tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
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//pos_ = aim_ - dv;
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aim_ = pos_ + dv;
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//anglesFromPoints();
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}
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void Camera::moveForward(const double & x, bool withZ) {
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QVector3D dv;// = aim_ - pos_;
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double tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tc, cos(angle_z * deg2rad) * tc, 0.);
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if (withZ) dv.setZ(-cos(angle_xy * deg2rad));
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dv.normalize();
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dv *= x;
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pos_ += dv;
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aim_ += dv;
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}
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void Camera::moveLeft(const double & x, bool withZ) {
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QVector3D dv;// = aim_ - pos_;
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double tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad - M_PI_2) * tc, cos(angle_z * deg2rad - M_PI_2) * tc, 0.);
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if (withZ) dv.setZ(-sin(angle_roll * deg2rad));
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dv.normalize();
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dv *= x;
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pos_ += dv;
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aim_ += dv;
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}
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void Camera::moveUp(const double & x, bool onlyZ) {
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QVector3D dv;
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if (onlyZ)
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dv = QVector3D(0., 0., x);
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else {
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double tc = cos(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tc, cos(angle_z * deg2rad) * tc, -sin(angle_xy * deg2rad));
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dv.normalize();
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dv *= x;
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}
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pos_ += dv;
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aim_ += dv;
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}
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void Camera::flyCloser(const double & s) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length() / (1. + s), tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
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pos_ = aim_ - dv;
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}
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void Camera::flyFarer(const double & s) {
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QVector3D dv = aim_ - pos_;
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double tl = dv.length() * (1. + s), tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * tl * tc, cos(angle_z * deg2rad) * tl * tc, -cos(angle_xy * deg2rad) * tl);
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pos_ = aim_ - dv;
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}
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void Camera::flyToDistance(const double & d) {
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QVector3D dv = aim_ - pos_;
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double tc = -sin(angle_xy * deg2rad);
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dv = QVector3D(sin(angle_z * deg2rad) * d * tc, cos(angle_z * deg2rad) * d * tc, -cos(angle_xy * deg2rad) * d);
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pos_ = aim_ - dv;
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}
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QVector3D Camera::pointFromViewport(int x_, int y_, double z_) {
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GLsizei mx = x_, my = viewport[3] - y_, mz = z_;
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GLdouble x,y,z;
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gluUnProject(mx, my, mz, modelview, projection, viewport, &x, &y, &z);
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return QVector3D(x,y,z);
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}
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QColor colorFromString(const QString & str) {
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QString s = str.trimmed();
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int i = s.indexOf("\t");
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@@ -443,9 +252,31 @@ void glDisableDepth() {
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void glClearFramebuffer(const QColor & color, bool depth) {
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glClearColor(color.redF(), color.greenF(), color.blueF(), color.alphaF());
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glClearDepth(1.);
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//glClearDepth(0.);
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if (depth)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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glClear(GL_COLOR_BUFFER_BIT);
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}
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QGLViewBase::QGLViewBase() {
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camera_ = new Camera();
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}
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Camera & QGLViewBase::camera() {
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return *camera_;
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}
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const Camera & QGLViewBase::camera() const {
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return *camera_;
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}
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void QGLViewBase::setCamera(const Camera & camera) {
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*camera_ = camera;
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}
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