Files
create/src/Gui/Navigation/NavigationAnimation.cpp
Markus Reitböck a72a0d6405 Gui: use CMake to generate precompiled headers on all platforms
"Professional CMake" book suggest the following:

"Targets should build successfully with or without compiler support for precompiled headers. It
should be considered an optimization, not a requirement. In particular, do not explicitly include a
precompile header (e.g. stdafx.h) in the source code, let CMake force-include an automatically
generated precompile header on the compiler command line instead. This is more portable across
the major compilers and is likely to be easier to maintain. It will also avoid warnings being
generated from certain code checking tools like iwyu (include what you use)."

Therefore, removed the "#include <PreCompiled.h>" from sources, also
there is no need for the "#ifdef _PreComp_" anymore
2025-09-14 09:47:03 +02:00

179 lines
6.0 KiB
C++

// SPDX-License-Identifier: LGPL-2.1-or-later
/****************************************************************************
* *
* Copyright (c) 2023 Bas Ruigrok (Rexbas) <Rexbas@proton.me> *
* *
* This file is part of FreeCAD. *
* *
* FreeCAD is free software: you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as *
* published by the Free Software Foundation, either version 2.1 of the *
* License, or (at your option) any later version. *
* *
* FreeCAD 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 *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with FreeCAD. If not, see *
* <https://www.gnu.org/licenses/>. *
* *
***************************************************************************/
#include "NavigationAnimation.h"
#include <Inventor/nodes/SoCamera.h>
#include <numbers>
using namespace Gui;
NavigationAnimation::NavigationAnimation(NavigationStyle* navigation)
: navigation(navigation)
{}
void NavigationAnimation::updateCurrentValue(const QVariant& value)
{
if (state() != QAbstractAnimation::State::Running) {
return;
}
update(value);
}
void NavigationAnimation::onStop([[maybe_unused]] bool finished)
{}
FixedTimeAnimation::FixedTimeAnimation(NavigationStyle* navigation, const SbRotation& orientation,
const SbVec3f& rotationCenter, const SbVec3f& translation,
int duration, const QEasingCurve::Type easingCurve)
: NavigationAnimation(navigation)
, targetOrientation(orientation)
, targetTranslation(translation)
, rotationCenter(rotationCenter)
{
setDuration(duration);
setStartValue(0.0);
setEndValue(duration * 1.0);
setEasingCurve(easingCurve);
}
void FixedTimeAnimation::initialize()
{
#if (COIN_MAJOR_VERSION * 100 + COIN_MINOR_VERSION * 10 + COIN_MICRO_VERSION < 403)
navigation->findBoundingSphere();
#endif
prevAngle = 0;
prevTranslation = SbVec3f(0, 0, 0);
// Find an axis and angle to rotate from the camera orientation to the target orientation using post-multiplication
SbVec3f rotationAxisPost;
float angle;
SbRotation(navigation->getCamera()->orientation.getValue().inverse() * targetOrientation).getValue(rotationAxisPost, angle);
if (angle > std::numbers::pi) {
angle -= float(2 * std::numbers::pi);
}
// Convert post-multiplication axis to a pre-multiplication axis
navigation->getCamera()->orientation.getValue().inverse().multVec(rotationAxisPost, rotationAxis);
angularVelocity = angle / duration();
linearVelocity = targetTranslation / duration();
}
/**
* @param value The elapsed time
*/
void FixedTimeAnimation::update(const QVariant& value)
{
SoCamera* camera = navigation->getCamera();
if (!camera) {
return;
}
float angle = value.toFloat() * angularVelocity;
SbVec3f translation = value.toFloat() * linearVelocity;
SbRotation rotation(rotationAxis, angle - prevAngle);
camera->position = camera->position.getValue() - prevTranslation;
navigation->reorientCamera(camera, rotation, rotationCenter);
camera->position = camera->position.getValue() + translation;
prevAngle = angle;
prevTranslation = translation;
}
/**
* @param finished True when the animation is finished, false when interrupted
*/
void FixedTimeAnimation::onStop(bool finished)
{
if (finished) {
SoCamera* camera = navigation->getCamera();
if (!camera) {
return;
}
// Set exact target orientation
camera->orientation = targetOrientation;
camera->position = camera->position.getValue() + targetTranslation - prevTranslation;
}
}
/**
* @param navigation The navigation style
* @param axis The rotation axis in screen coordinates
* @param velocity The angular velocity in radians per second
*/
SpinningAnimation::SpinningAnimation(NavigationStyle* navigation, const SbVec3f& axis,
float velocity)
: NavigationAnimation(navigation)
, rotationAxis(axis)
{
setDuration((2 * std::numbers::pi / velocity) * 1000.0);
setStartValue(0.0);
setEndValue(2 * std::numbers::pi);
setLoopCount(-1);
}
void SpinningAnimation::initialize()
{
#if (COIN_MAJOR_VERSION * 100 + COIN_MINOR_VERSION * 10 + COIN_MICRO_VERSION < 403)
navigation->findBoundingSphere();
#endif
prevAngle = 0;
navigation->setViewing(true);
navigation->setViewingMode(NavigationStyle::SPINNING);
}
/**
* @param value The angle in radians
*/
void SpinningAnimation::update(const QVariant& value)
{
SoCamera* camera = navigation->getCamera();
if (!camera) {
return;
}
SbRotation deltaRotation = SbRotation(rotationAxis, value.toFloat() - prevAngle);
navigation->reorientCamera(camera, deltaRotation);
prevAngle = value.toFloat();
}
/**
* @param finished True when the animation is finished, false when interrupted
*/
void SpinningAnimation::onStop([[maybe_unused]] bool finished)
{
if (navigation->getViewingMode() != NavigationStyle::SPINNING) {
return;
}
navigation->setViewingMode(navigation->isViewing() ? NavigationStyle::IDLE : NavigationStyle::INTERACT);
}