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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 "multiView.h"
using namespace qglviewer;
using namespace std;
Viewer::Viewer(const Scene* const s, int type, QWidget* parent, const QGLWidget* shareWidget)
#if QT_VERSION < 0x040000
: QGLViewer(parent, "viewer", shareWidget), scene_(s)
#else
: QGLViewer(parent, shareWidget), scene_(s)
#endif
{
setAxisIsDrawn();
setGridIsDrawn();
if (type < 3)
{
// Move camera according to viewer type (on X, Y or Z axis)
camera()->setPosition(Vec((type==0)? 1.0 : 0.0, (type==1)? 1.0 : 0.0, (type==2)? 1.0 : 0.0));
camera()->lookAt(sceneCenter());
camera()->setType(Camera::ORTHOGRAPHIC);
camera()->showEntireScene();
// Forbid rotation
WorldConstraint* constraint = new WorldConstraint();
constraint->setRotationConstraintType(AxisPlaneConstraint::FORBIDDEN);
camera()->frame()->setConstraint(constraint);
}
restoreStateFromFile();
}
void Viewer::draw()
{
scene_->draw();
}
// Draws a spiral
void Scene::draw() const
{
const float nbSteps = 200.0;
glBegin(GL_QUAD_STRIP);
for (float i=0; i<nbSteps; ++i)
{
float ratio = i/nbSteps;
float angle = 21.0*ratio;
float c = cos(angle);
float s = sin(angle);
float r1 = 1.0 - 0.8*ratio;
float r2 = 0.8 - 0.8*ratio;
float alt = ratio - 0.5;
const float nor = .5;
const float up = sqrt(1.0-nor*nor);
glColor3f(1-ratio, .2 , ratio);
glNormal3f(nor*c, up, nor*s);
glVertex3f(r1*c, alt, r1*s);
glVertex3f(r2*c, alt+0.05, r2*s);
}
glEnd();
}
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