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/****************************************************************************
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* MeshLab o o *
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* A versatile mesh processing toolbox o o *
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* _ O _ *
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* Copyright(C) 2008 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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****************************************************************************/
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#include <GL/glew.h>
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#include <wrap/gl/math.h>
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#include <wrap/gl/space.h>
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#include <wrap/gl/addons.h>
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#include "coordinateframe.h"
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using namespace vcg;
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CoordinateFrame::CoordinateFrame(float s)
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:basecolor(Color4b::White),xcolor(Color4b::Red)
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,ycolor(Color4b::Green),zcolor(Color4b::Blue),size(s),linewidth(2.0)
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,font(),drawaxis(true),drawlabels(true),drawvalues(false)
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{
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font.setFamily("Helvetica");
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}
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void CoordinateFrame::Render(QGLWidget* glw)
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{
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assert( glw!= NULL);
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glLineWidth(linewidth);
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glPointSize(linewidth*1.5);
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Point3d o(0,0,0);
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Point3d a(size,0,0);
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Point3d b(0,size,0);
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Point3d c(0,0,size);
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// Get gl state values
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double mm[16],mp[16];
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GLint vp[4];
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glGetDoublev(GL_MODELVIEW_MATRIX,mm);
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glGetDoublev(GL_PROJECTION_MATRIX,mp);
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glGetIntegerv(GL_VIEWPORT,vp);
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float slope_a=calcSlope(-a,a,2*size,10,mm,mp,vp);
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float slope_b=calcSlope(-b,b,2*size,10,mm,mp,vp);
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float slope_c=calcSlope(-c,c,2*size,10,mm,mp,vp);
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float scalefactor = size*0.02f;
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if(drawaxis){
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glBegin(GL_LINES);
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glColor(xcolor);
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glVertex(-a); glVertex(a);
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glColor(ycolor);
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glVertex(-b); glVertex(b);
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glColor(zcolor);
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glVertex(-c); glVertex(c);
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glEnd();
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glColor(basecolor);
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// assi positivi
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drawTickedLine(o,a,size,slope_a,linewidth); // Draws x axis
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drawTickedLine(o,b,size,slope_b,linewidth); // Draws y axis
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drawTickedLine(o,c,size,slope_c,linewidth); // Draws z axis
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//assi negativi
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drawTickedLine(o,-a,size,slope_a,linewidth); // Draws x axis
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drawTickedLine(o,-b,size,slope_b,linewidth); // Draws y axis
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drawTickedLine(o,-c,size,slope_c,linewidth); // Draws z axis
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glPushMatrix();
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glTranslate(a);
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glScalef(scalefactor,scalefactor,scalefactor);
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Add_Ons::Cone(10,linewidth*1.5,linewidth*0.5,true);
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glPopMatrix();
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glPushMatrix();
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glTranslate(b);
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glRotatef(90,0,0,1);
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glScalef(scalefactor,scalefactor,scalefactor);
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Add_Ons::Cone(10,linewidth*1.5,linewidth*0.5,true);
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glPopMatrix();
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glPushMatrix();
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glTranslate(c);
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glRotatef(-90,0,1,0);
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glScalef(scalefactor,scalefactor,scalefactor);
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Add_Ons::Cone(10,linewidth*1.5,linewidth*0.5,true);
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glPopMatrix();
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}
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if(drawlabels){
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font.setBold(true);
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font.setPixelSize(10);
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glColor(xcolor);
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glw->renderText(size+(scalefactor*3),0,0,QString("X"),font);
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glColor(ycolor);
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glw->renderText(0,size+(scalefactor*3),0,QString("Y"),font);
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glColor(zcolor);
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glw->renderText(0,0,size+(scalefactor*3),QString("Z"),font);
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}
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if(drawvalues){
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font.setBold(false);
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font.setPixelSize(8);
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float i;
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glColor(Color4b::LightGray);
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for(i=slope_a;i<size;i+=slope_a){
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glw->renderText( i,0,0,QString(" %1").arg(i,3,'f',1),font);
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glw->renderText(-i,0,0,QString("-%1").arg(i,3,'f',1),font);
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}
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for(i=slope_b;i<size;i+=slope_b){
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glw->renderText(0, i,0,QString(" %1").arg(i,3,'f',1),font);
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glw->renderText(0,-i,0,QString("-%1").arg(i,3,'f',1),font);
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}
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for(i=slope_c;i<size;i+=slope_c){
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glw->renderText(0,0, i,QString(" %1").arg(i,3,'f',1),font);
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glw->renderText(0,0,-i,QString("-%1").arg(i,3,'f',1),font);
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}
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}
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glPopAttrib();
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assert(!glGetError());
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}
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void CoordinateFrame::drawTickedLine(const Point3d &a,const Point3d &b, float dim,float tickDist,float linewidth)
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{
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Point3d v(b-a);
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v = v /dim; // normalize without computing square roots and powers
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glBegin(GL_POINTS);
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float i;
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for(i=tickDist;i<dim;i+=tickDist)
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glVertex3f(a[0] + i*v[0],a[1] + i*v[1],a[2] + i*v[2]);
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glEnd();
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glPushAttrib(GL_POINT_BIT);
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glPointSize(linewidth*3);
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glBegin(GL_POINTS);
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glVertex3f(a[0] + dim*v[0],a[1] + dim*v[1],a[2] + dim*v[2]);
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glEnd();
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glPopAttrib();
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}
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float CoordinateFrame::calcSlope(const Point3d &a,const Point3d &b,float dim,int spacing,double *mm,double *mp,GLint *vp)
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{
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Point3d p1,p2;
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gluProject(a[0],a[1],a[2],mm,mp,vp,&p1[0],&p1[1],&p1[2]);
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gluProject(b[0],b[1],b[2],mm,mp,vp,&p2[0],&p2[1],&p2[2]);
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p1[2]=p2[2]=0;
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float tickNum = spacing/Distance(p2,p1);// pxl spacing
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float slope = dim*tickNum;
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float nslope = math::Min(
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math::Min(niceRound(slope), 0.5f*niceRound(2.0f*slope)),
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0.2f*niceRound(5.0f*slope));
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nslope = math::Max<float>(niceRound(dim*.001f),nslope); // prevent too small slope
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return nslope;
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}
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float CoordinateFrame::niceRound(float val)
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{
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return powf(10.f,ceil(log10(val)));
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}
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MovableCoordinateFrame::MovableCoordinateFrame(float size)
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:CoordinateFrame(size),position(0,0,0),rotation(0,Point3f(1,0,0))
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{
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// nothing here
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}
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void MovableCoordinateFrame::Render(QGLWidget* gla)
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{
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glPushMatrix();
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glTranslate(position);
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Matrix44f mrot;
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rotation.ToMatrix(mrot);
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glMultMatrix(mrot);
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CoordinateFrame::Render(gla);
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glPopMatrix();
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}
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void MovableCoordinateFrame::GetTransform(Matrix44f & transform)
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{
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// costruisco la matrice che porta le coordinate in spazio di mondo
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// resetto la trasf
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transform.SetIdentity();
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// ruoto
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Matrix44f rot;
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rotation.ToMatrix(rot);
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transform = rot * transform ;
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// sposto in posizione
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Matrix44f pos;
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pos.SetTranslate(position);
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transform = pos * transform;
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}
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void MovableCoordinateFrame::Reset(bool reset_position,bool reset_alignment)
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{
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if(reset_position)
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position = Point3f(0,0,0);
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if(reset_alignment)
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rotation = Quaternionf(0,Point3f(1,0,0));
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}
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void MovableCoordinateFrame::SetPosition(const Point3f newpos)
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{
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position = newpos;
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}
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void MovableCoordinateFrame::SetRotation(const Quaternionf newrot)
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{
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rotation = newrot;
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}
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Point3f MovableCoordinateFrame::GetPosition()
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{
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return position;
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}
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Quaternionf MovableCoordinateFrame::GetRotation()
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{
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return rotation;
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}
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void MovableCoordinateFrame::Flip(const Point3f axis)
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{
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Similarityf s;
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s.SetRotate(M_PI,Inverse(rotation).Rotate(axis));
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Move(s);
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}
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void MovableCoordinateFrame::AlignWith(const Point3f pri,const Point3f secondary)
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{
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const float EPSILON=1e-6;
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Point3f primary=pri;
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if( primary.Norm() < EPSILON*size )
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return;
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primary.Normalize(); // ho l'asse primario, lo normalizzo
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Plane3f plane(0,primary); // piano di proiezione per la seconda rotazione
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Point3f old_z = Inverse(rotation).Rotate(Point3f(0,0,1)); // l'asse z
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Point3f old_y_pro = plane.Projection(Inverse(rotation).Rotate(Point3f(0,1,0))); //la proiezione dell'asse y
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Point3f old_x_pro = plane.Projection(Inverse(rotation).Rotate(Point3f(1,0,0))); //la proiezione dell'asse x
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// allinea l'asse z corrente all'asse primary
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RotateToAlign(old_z,primary); // prima rotazione
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Point3f secondary_pro = plane.Projection(secondary); // la proiezione di secondary
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Point3f new_y_pro = plane.Projection(Inverse(rotation).Rotate(Point3f(0,1,0))); // la proiezione dell'asse y dopo la prima rotazione
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// se c'e` un asse secondary e la sua proiezione non e` 0
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if( secondary.Norm() > EPSILON*size && secondary_pro.Norm() > EPSILON ){
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// allinea la proiezione dell'asse y dopo la prima rotazione alla proiezione dell'asse secondary
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secondary_pro.Normalize();
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RotateToAlign(new_y_pro,secondary_pro);
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return;
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}
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// creco di riallineare la y
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if ( old_y_pro.Norm() > EPSILON ) {
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// allinea la proiezione dell'asse y dopo la prima rotazione alla proiezione dell'asse y
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old_y_pro.Normalize();
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RotateToAlign(new_y_pro,old_y_pro);
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return;
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}
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// cerco di riallineare la x
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Point3f new_x_pro = plane.Projection(Inverse(rotation).Rotate(Point3f(1,0,0))); //la proiezione dell'asse x dopo la prima rotazione
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assert(old_x_pro.Norm() > EPSILON ); // la proiezione dell'asse x non dovrebbe essere 0
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// allinea la proiezione dell'asse x dopo la prima rotazione alla proiezione dell'asse x
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old_x_pro.Normalize();
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RotateToAlign(new_x_pro,old_x_pro);
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}
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void MovableCoordinateFrame::Move(const Similarityf track)
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{
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position = position + track.tra;
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rotation = rotation * track.rot;
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}
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void MovableCoordinateFrame::RotateToAlign(const Point3f source, const Point3f dest)
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{
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const float EPSILON=1e-6;
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// source e dest devono essere versori
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assert( math::Abs(source.Norm() - 1) < EPSILON);
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assert( math::Abs(dest.Norm() - 1) < EPSILON);
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Point3f axis = dest ^ source;
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float sinangle = axis.Norm();
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float cosangle = dest * source;
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float angle = math::Atan2(sinangle,cosangle);
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if( math::Abs(angle) < EPSILON )
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return; // angolo ~ 0, annullo
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if( math::Abs(math::Abs(angle)-M_PI) < EPSILON){
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// devo trovare un asse su cui flippare
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Plane3f plane(0,source);
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axis=plane.Projection(Point3f(1,0,0)); // proietto un punto a caso sul piano normale a source
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if(axis.Norm() < EPSILON){ // source era ~ [1,0,0]...
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axis=plane.Projection(Point3f(0,1,0));
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assert(axis.Norm() > EPSILON); // quest'altro punto deve andare bene
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}
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}
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rotation = rotation * Quaternionf(angle,axis);
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}
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ActiveCoordinateFrame::ActiveCoordinateFrame(float size)
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:MovableCoordinateFrame(size),manipulator(NULL),drawmoves(true),
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drawrotations(true),
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movx(Trackball::BUTTON_RIGHT ),
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movy(Trackball::BUTTON_RIGHT | Trackball::KEY_CTRL),
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movz(Trackball::BUTTON_RIGHT | Trackball::KEY_SHIFT),
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rotx(Trackball::BUTTON_LEFT),
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roty(Trackball::BUTTON_LEFT | Trackball::KEY_CTRL),
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rotz(Trackball::BUTTON_LEFT | Trackball::KEY_SHIFT),
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x_axis(1,0,0),y_axis(0,1,0),z_axis(0,0,1),rot_snap_rad(0.0f),mov_snap(0.0f)
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{
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manipulator=new Trackball();
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std::map<int, TrackMode *>::iterator it;
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for(it = manipulator->modes.begin(); it != manipulator->modes.end(); it++)
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{
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if ((*it).second)
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delete (*it).second;
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}
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manipulator->modes.clear();
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manipulator->modes[0] = NULL;
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Update();
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}
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ActiveCoordinateFrame::~ActiveCoordinateFrame()
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{
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if(manipulator!=NULL) {
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delete manipulator;
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manipulator=NULL;
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}
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}
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void ActiveCoordinateFrame::Render(QGLWidget* glw)
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{
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glPushMatrix();
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manipulator->radius=size;
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manipulator->center=position;
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manipulator->GetView();
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manipulator->Apply(false);
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MovableCoordinateFrame::Render(glw);
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// non devo disegnare
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if(!drawmoves && !drawrotations){
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glPopMatrix();
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return;
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}
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int current_mode=manipulator->current_button;
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bool rotating=(current_mode==rotx)||(current_mode==roty)||(current_mode==rotz);
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bool moving=(current_mode==movx)||(current_mode==movy)||(current_mode==movz);
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// non sto draggando o sto draggando quello che non devo disengnare
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if( (!rotating && !moving)||
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(!((rotating && drawrotations)||(moving && drawmoves)))
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){
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glPopMatrix();
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return;
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}
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// sto draggando e devo disegnare qualcosa
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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Color4b color;
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QString message;
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char axis_name;
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float verse;
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if(rotating && drawrotations){ // devo disegnare una rotazione
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Point3f axis, arc_point;
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float angle;
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manipulator->track.rot.ToAxis(angle,axis);
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if(current_mode==rotx){
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verse=((axis+x_axis).Norm()<1?-1:1);
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color=xcolor; axis_name='x'; arc_point=y_axis*(size*0.8);
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} else if(current_mode==roty) {
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verse=((axis+y_axis).Norm()<1?-1:1);
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color=ycolor; axis_name='y'; arc_point=z_axis*(size*0.8);
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} else if(current_mode==rotz) {
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verse=((axis+z_axis).Norm()<1?-1:1);
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color=zcolor; axis_name='z'; arc_point=x_axis*(size*0.8);
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} else assert(0); // doveva essere una rotazione
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// normalizzo la rotazione a [-180,180]
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float sign = ((angle*verse)<0) ? -1 : 1;
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float abs_angle = (angle<0) ? -angle : angle;
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angle = sign * ( (abs_angle>M_PI) ? 2*M_PI-abs_angle : abs_angle );
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axis = axis * verse;
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message = QString("rotated %1 deg around %2")
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.arg(((angle*180.0)/M_PI),5,'f',3)
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.arg(axis_name);
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Quaternionf arc_rot;
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arc_rot.FromAxis(angle/18.0,axis);
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glColor(color);
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glBegin(GL_POLYGON);
|
||||
glVertex(position);
|
||||
glVertex(position+arc_point);
|
||||
for(int i=0;i<18;i++){
|
||||
arc_point = arc_rot.Rotate(arc_point);
|
||||
glVertex(position+arc_point);
|
||||
}
|
||||
glEnd();
|
||||
} else if(moving && drawmoves){// devo disegnare una traslazione
|
||||
Point3f ntra=manipulator->track.tra;
|
||||
ntra.Normalize();
|
||||
if(current_mode==movx){
|
||||
verse=((ntra+x_axis).Norm()<1?-1:1);
|
||||
color=xcolor; axis_name='x';
|
||||
}else if(current_mode==movy){
|
||||
verse=((ntra+y_axis).Norm()<1?-1:1);
|
||||
color=ycolor; axis_name='y';
|
||||
}else if(current_mode==movz){
|
||||
verse=((ntra+z_axis).Norm()<1?-1:1);
|
||||
color=zcolor; axis_name='z';
|
||||
}else assert(0); // doveva essere una traslazione
|
||||
message = QString("moved %1 units along %2")
|
||||
.arg(verse*manipulator->track.tra.Norm(),5,'f',3)
|
||||
.arg(axis_name);
|
||||
Point3f old_pos = position-manipulator->track.tra;
|
||||
glLineWidth(2*linewidth);
|
||||
glPointSize(4*linewidth);
|
||||
glColor(color);
|
||||
glBegin(GL_LINES);
|
||||
glVertex(position);
|
||||
glVertex(old_pos);
|
||||
glEnd();
|
||||
glBegin(GL_POINTS);
|
||||
glVertex(old_pos);
|
||||
glEnd();
|
||||
} else assert(0); // qualcosa lo dovevo disegnare
|
||||
// disegno la stringa
|
||||
font.setBold(true);
|
||||
font.setPixelSize(12);
|
||||
glw->renderText(cursor.x()+16,cursor.y()+16,message,font);
|
||||
|
||||
glPopAttrib();
|
||||
glPopMatrix(); //occhio
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::Reset(bool reset_position,bool reset_alignment)
|
||||
{
|
||||
MovableCoordinateFrame::Reset(reset_position, reset_alignment);
|
||||
Update();
|
||||
manipulator->Reset();
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::SetPosition(const Point3f newpos)
|
||||
{
|
||||
MovableCoordinateFrame::SetPosition(newpos);
|
||||
Update();
|
||||
manipulator->Reset();
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::SetRotation(const Quaternionf newrot)
|
||||
{
|
||||
MovableCoordinateFrame::SetRotation(newrot);
|
||||
Update();
|
||||
manipulator->Reset();
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::AlignWith(const Point3f primary,const Point3f secondary=Point3f(0,0,0))
|
||||
{
|
||||
MovableCoordinateFrame::AlignWith(primary,secondary);
|
||||
Update();
|
||||
manipulator->Reset();
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::MouseDown(QPoint c,int x, int y, /*Button*/ int button)
|
||||
{
|
||||
cursor=c;
|
||||
Move(manipulator->track);
|
||||
manipulator->Reset();
|
||||
manipulator->MouseDown(x,y,button);
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::MouseMove(QPoint c,int x, int y)
|
||||
{
|
||||
cursor=c;
|
||||
manipulator->MouseMove(x,y);
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::MouseUp(int x, int y, /*Button */ int button)
|
||||
{
|
||||
Move(manipulator->track);
|
||||
manipulator->Reset();
|
||||
manipulator->MouseUp(x, y, button);
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::ButtonUp(int button)
|
||||
{
|
||||
Move(manipulator->track);
|
||||
manipulator->Reset();
|
||||
manipulator->ButtonUp((Trackball::Button) button);
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::ButtonDown(int button)
|
||||
{
|
||||
Move(manipulator->track);
|
||||
manipulator->Reset();
|
||||
manipulator->ButtonDown((Trackball::Button) button);
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::SetSnap(float rot_deg)
|
||||
{
|
||||
assert((rot_deg>=0.0)&&(rot_deg<=180));
|
||||
rot_snap_rad=rot_deg*M_PI/180.0;
|
||||
Update();
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::Move(const Similarityf track)
|
||||
{
|
||||
MovableCoordinateFrame::Move(track);
|
||||
Update();
|
||||
}
|
||||
|
||||
void ActiveCoordinateFrame::Update()
|
||||
{
|
||||
Point3f p=position;
|
||||
Quaternionf r=Inverse(rotation);
|
||||
x_axis=r.Rotate(Point3f(1,0,0));
|
||||
y_axis=r.Rotate(Point3f(0,1,0));
|
||||
z_axis=r.Rotate(Point3f(0,0,1));
|
||||
|
||||
if(manipulator->modes[movx]!=NULL)
|
||||
delete manipulator->modes[movx];
|
||||
manipulator->modes[movx] = new AxisMode(p,x_axis);
|
||||
|
||||
if(manipulator->modes[movy]!=NULL)
|
||||
delete manipulator->modes[movy];
|
||||
manipulator->modes[movy] = new AxisMode(p,y_axis);
|
||||
|
||||
if(manipulator->modes[movz]!=NULL)
|
||||
delete manipulator->modes[movz];
|
||||
manipulator->modes[movz] = new AxisMode(p,z_axis);
|
||||
|
||||
if(manipulator->modes[rotx]!=NULL)
|
||||
delete manipulator->modes[rotx];
|
||||
manipulator->modes[rotx] = new CylinderMode(p,x_axis,rot_snap_rad);
|
||||
|
||||
if(manipulator->modes[roty]!=NULL)
|
||||
delete manipulator->modes[roty];
|
||||
manipulator->modes[roty] = new CylinderMode(p,y_axis,rot_snap_rad);
|
||||
|
||||
if(manipulator->modes[rotz]!=NULL)
|
||||
delete manipulator->modes[rotz];
|
||||
manipulator->modes[rotz] = new CylinderMode(p,z_axis,rot_snap_rad);
|
||||
|
||||
manipulator->SetCurrentAction();
|
||||
}
|
|
@ -0,0 +1,127 @@
|
|||
/****************************************************************************
|
||||
* MeshLab o o *
|
||||
* A versatile mesh processing toolbox o o *
|
||||
* _ O _ *
|
||||
* Copyright(C) 2008 \/)\/ *
|
||||
* Visual Computing Lab /\/| *
|
||||
* ISTI - Italian National Research Council | *
|
||||
* \ *
|
||||
* All rights reserved. *
|
||||
* *
|
||||
* 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. *
|
||||
* *
|
||||
* 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 (http://www.gnu.org/licenses/gpl.txt) *
|
||||
* for more details. *
|
||||
* *
|
||||
****************************************************************************/
|
||||
/****************************************************************************
|
||||
History
|
||||
$Log: not supported by cvs2svn $
|
||||
|
||||
****************************************************************************/
|
||||
#ifndef COORDINATEFRAME_H
|
||||
#define COORDINATEFRAME_H
|
||||
|
||||
|
||||
#include <vcg/math/similarity.h>
|
||||
#include <vcg/space/color4.h>
|
||||
#include <wrap/gui/trackball.h>
|
||||
|
||||
#include <QGLWidget>
|
||||
|
||||
namespace vcg {
|
||||
|
||||
class CoordinateFrame
|
||||
{
|
||||
public:
|
||||
// functions:
|
||||
CoordinateFrame(float);
|
||||
virtual ~CoordinateFrame() {}
|
||||
virtual void Render(QGLWidget*);
|
||||
// data
|
||||
Color4b basecolor;
|
||||
Color4b xcolor;
|
||||
Color4b ycolor;
|
||||
Color4b zcolor;
|
||||
float size;
|
||||
float linewidth;
|
||||
QFont font;
|
||||
bool drawaxis;
|
||||
bool drawlabels;
|
||||
bool drawvalues;
|
||||
|
||||
protected:
|
||||
// functions:
|
||||
void drawTickedLine(const Point3d &, const Point3d &, float, float,float);
|
||||
float calcSlope(const Point3d &, const Point3d &, float, int , double *, double *, GLint *);
|
||||
float niceRound(float);
|
||||
};
|
||||
|
||||
class MovableCoordinateFrame: public CoordinateFrame
|
||||
{
|
||||
|
||||
public:
|
||||
MovableCoordinateFrame(float);
|
||||
virtual ~MovableCoordinateFrame(){}
|
||||
virtual void Render(QGLWidget*);
|
||||
virtual void Reset(bool ,bool);
|
||||
virtual void SetPosition(const Point3f);
|
||||
virtual void SetRotation(const Quaternionf);
|
||||
virtual Point3f GetPosition();
|
||||
virtual Quaternionf GetRotation();
|
||||
virtual void GetTransform(Matrix44f &);
|
||||
virtual void Flip(const Point3f);
|
||||
virtual void AlignWith(const Point3f, const Point3f);
|
||||
|
||||
protected:
|
||||
// data:
|
||||
Point3f position;
|
||||
Quaternionf rotation;
|
||||
|
||||
// functions:
|
||||
virtual void Move(const Similarityf);
|
||||
void RotateToAlign(const Point3f, const Point3f);
|
||||
|
||||
};
|
||||
|
||||
class ActiveCoordinateFrame: public MovableCoordinateFrame
|
||||
{
|
||||
public:
|
||||
ActiveCoordinateFrame(float);
|
||||
virtual ~ActiveCoordinateFrame();
|
||||
virtual void Render(QGLWidget*);
|
||||
virtual void Reset(bool, bool);
|
||||
virtual void SetPosition(const Point3f);
|
||||
virtual void SetRotation(const Quaternionf);
|
||||
virtual void AlignWith(const Point3f, const Point3f);
|
||||
void MouseDown(QPoint,int, int, int);
|
||||
void MouseMove(QPoint,int, int);
|
||||
void MouseUp(int, int, int);
|
||||
void ButtonUp(int);
|
||||
void ButtonDown(int);
|
||||
void SetSnap(float);
|
||||
|
||||
Trackball *manipulator;
|
||||
bool drawmoves;
|
||||
bool drawrotations;
|
||||
protected:
|
||||
// data:
|
||||
const int movx,movy,movz,rotx,roty,rotz;
|
||||
Point3f x_axis,y_axis,z_axis;
|
||||
float rot_snap_rad,mov_snap;
|
||||
QPoint cursor;
|
||||
|
||||
// functions:
|
||||
virtual void Move(const Similarityf);
|
||||
void Update();
|
||||
|
||||
};
|
||||
|
||||
}//namespace
|
||||
#endif /*COORDINATEFRAME_H*/
|
Loading…
Reference in New Issue