File: frameTransform.cpp

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libqglviewer 2.2.6-3-3
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/****************************************************************************

 Copyright (C) 2002-2007 Gilles Debunne (Gilles.Debunne@imag.fr)

 This file is part of the QGLViewer library.
 Version 2.2.6-3, released on August 28, 2007.

 http://artis.imag.fr/Members/Gilles.Debunne/QGLViewer

 libQGLViewer 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.

 libQGLViewer 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 libQGLViewer; if not, write to the Free Software
 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

*****************************************************************************/

#include "frameTransform.h"

using namespace std;
using namespace qglviewer; // Vec

void Viewer::init()
{
  restoreStateFromFile();

  setSceneRadius(1.5);
  showEntireScene();
  setAxisIsDrawn();
  glDisable(GL_LIGHTING);

  help();
}

void Viewer::draw()
{
  // Draws line sets (red, green, blue) with different origins, but with a common
  // end point, located on a circle in the XY plane.
  const float nbLines = 50.0;

  glBegin(GL_LINES);

  for (float i=0; i<nbLines; ++i)
    {
      float angle = 2.0*M_PI*i/nbLines;

      glColor3f(.8,.2,.2);
      // These lines will never be seen as they are always aligned with the viewing direction.
      glVertex3fv(camera()->position());
      glVertex3f (cos(angle), sin(angle), 0.0);

      glColor3f(.2,.8,.2);
      // World Coordinates are infered from the camera, and seem to be immobile in the screen.
      glVertex3fv(camera()->worldCoordinatesOf(Vec(.3*cos(angle), .3*sin(angle), -2.0)));
      glVertex3f (cos(angle), sin(angle), 0.0);

      glColor3f(.2,.2,.8);
      // These lines are defined in the world coordinate system and will move with the camera.
      glVertex3f(1.5*cos(angle), 1.5*sin(angle), -1.0);
      glVertex3f(cos(angle), sin(angle), 0.0);
    }
  glEnd();

  // Here, the camera position in world coord. system  is camera()->position().
  // The world origin position in camera frame can be obtained from camera()->cameraCoordinatesOf(Vec(0.0, 0.0, 0.0))
}

QString Viewer::helpString() const
{
  QString text("<h2>F r a m e T r a n s f o r m</h2>");
  text += "This example illustrates how easy it is to switch between the camera and ";
  text += "the world coordinate systems using the <i>camera()->cameraCoordinatesOf()</i> ";
  text += "and <i>camera::worldCoordinatesOf()</i> functions.<br><br>";
  text += "You can create your own hierarchy of local coordinates systems and each of ";
  text += "them can be manipulated with the mouse (see the <i>manipulatedFrame</i> and <i>luxo</i> examples). ";
  text += "Standard functions allow you to convert from any local frame to any other, ";
  text += "the world/camera conversion presented here simply being an illustration.<br><br>";
  text += "See <i>examples/frameTransform.html</i> for an explanation of the meaning of these weird lines.";
  return text;
}