Files
create/src/Gui/Quarter/SoQTQuarterAdaptor.cpp

800 lines
28 KiB
C++

/*
* <one line to give the library's name and an idea of what it does.>
* Copyright (C) 2014 Stefan Tröger <stefantroeger@gmx.net>
*
* This library 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.
*
* This library 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 this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*/
#include "PreCompiled.h"
#include <Base/Console.h>
#include <Inventor/SbLine.h>
#include <Inventor/SbPlane.h>
#include <Inventor/SoEventManager.h>
#include <Inventor/SoPickedPoint.h>
#include <Inventor/actions/SoHandleEventAction.h>
#include <Inventor/actions/SoRayPickAction.h>
#include <Inventor/actions/SoSearchAction.h>
#include <Inventor/events/SoEvents.h>
#include <Inventor/nodes/SoLocateHighlight.h>
#include <Inventor/nodes/SoOrthographicCamera.h>
#include <Inventor/nodes/SoPerspectiveCamera.h>
#include <Inventor/nodes/SoSeparator.h>
#if !defined(FC_OS_MACOSX)
# include <GL/gl.h>
# include <GL/glu.h>
# include <GL/glext.h>
#endif
#include "SoQTQuarterAdaptor.h"
// NOLINTBEGIN
// clang-format off
static unsigned char fps2dfont[][12] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, //
{ 0, 0, 12, 12, 0, 8, 12, 12, 12, 12, 12, 0 }, // !
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20 }, // \"
{ 0, 0, 18, 18, 18, 63, 18, 18, 63, 18, 18, 0 }, // #
{ 0, 8, 28, 42, 10, 10, 12, 24, 40, 42, 28, 8 }, // $
{ 0, 0, 6, 73, 41, 22, 8, 52, 74, 73, 48, 0 }, // %
{ 0, 12, 18, 18, 12, 25, 37, 34, 34, 29, 0, 0 }, // &
{ 12, 12, 24, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // '
{ 0, 6, 8, 8, 16, 16, 16, 16, 16, 8, 8, 6 }, // (
{ 0, 48, 8, 8, 4, 4, 4, 4, 4, 8, 8, 48 }, //)
{ 0, 0, 0, 0, 0, 0, 8, 42, 20, 42, 8, 0 }, // *
{ 0, 0, 0, 8, 8, 8,127, 8, 8, 8, 0, 0 }, // +
{ 0, 24, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0 }, // ,
{ 0, 0, 0, 0, 0, 0,127, 0, 0, 0, 0, 0 }, // -
{ 0, 0, 24, 24, 0, 0, 0, 0, 0, 0, 0, 0 }, // .
{ 0, 32, 32, 16, 16, 8, 8, 8, 4, 4, 2, 2 }, // /
{ 0, 0, 28, 34, 34, 34, 34, 34, 34, 34, 28, 0 }, // 0
{ 0, 0, 8, 8, 8, 8, 8, 8, 40, 24, 8, 0 }, // 1
{ 0, 0, 62, 32, 16, 8, 4, 2, 2, 34, 28, 0 }, // 2
{ 0, 0, 28, 34, 2, 2, 12, 2, 2, 34, 28, 0 }, // 3
{ 0, 0, 4, 4, 4,126, 68, 36, 20, 12, 4, 0 }, // 4
{ 0, 0, 28, 34, 2, 2, 2, 60, 32, 32, 62, 0 }, // 5
{ 0, 0, 28, 34, 34, 34, 60, 32, 32, 34, 28, 0 }, // 6
{ 0, 0, 16, 16, 16, 8, 8, 4, 2, 2, 62, 0 }, // 7
{ 0, 0, 28, 34, 34, 34, 28, 34, 34, 34, 28, 0 }, // 8
{ 0, 0, 28, 34, 2, 2, 30, 34, 34, 34, 28, 0 }, // 9
{ 0, 0, 24, 24, 0, 0, 0, 24, 24, 0, 0, 0 }, // :
{ 0, 48, 24, 24, 0, 0, 0, 24, 24, 0, 0, 0 }, // ;
{ 0, 0, 0, 2, 4, 8, 16, 8, 4, 2, 0, 0 }, // <
{ 0, 0, 0, 0, 0,127, 0,127, 0, 0, 0, 0 }, // =
{ 0, 0, 0, 16, 8, 4, 2, 4, 8, 16, 0, 0 }, // >
{ 0, 0, 16, 16, 0, 16, 28, 2, 2, 2, 60, 0 }, // ?
{ 0, 0, 28, 32, 73, 86, 82, 82, 78, 34, 28, 0 }, // @
{ 0, 0, 33, 33, 33, 63, 18, 18, 18, 12, 12, 0 }, // A
{ 0, 0, 60, 34, 34, 34, 60, 34, 34, 34, 60, 0 }, // B
{ 0, 0, 14, 16, 32, 32, 32, 32, 32, 18, 14, 0 }, // C
{ 0, 0, 56, 36, 34, 34, 34, 34, 34, 36, 56, 0 }, // D
{ 0, 0, 62, 32, 32, 32, 60, 32, 32, 32, 62, 0 }, // E
{ 0, 0, 16, 16, 16, 16, 30, 16, 16, 16, 30, 0 }, // F
{ 0, 0, 14, 18, 34, 34, 32, 32, 32, 18, 14, 0 }, // G
{ 0, 0, 34, 34, 34, 34, 62, 34, 34, 34, 34, 0 }, // H
{ 0, 0, 62, 8, 8, 8, 8, 8, 8, 8, 62, 0 }, // I
{ 0, 0,112, 8, 8, 8, 8, 8, 8, 8, 62, 0 }, // J
{ 0, 0, 33, 33, 34, 36, 56, 40, 36, 34, 33, 0 }, // K
{ 0, 0, 30, 16, 16, 16, 16, 16, 16, 16, 16, 0 }, // L
{ 0, 0, 33, 33, 33, 45, 45, 45, 51, 51, 33, 0 }, // M
{ 0, 0, 34, 34, 38, 38, 42, 42, 50, 50, 34, 0 }, // N
{ 0, 0, 12, 18, 33, 33, 33, 33, 33, 18, 12, 0 }, // O
{ 0, 0, 32, 32, 32, 60, 34, 34, 34, 34, 60, 0 }, // P
{ 3, 6, 12, 18, 33, 33, 33, 33, 33, 18, 12, 0 }, // Q
{ 0, 0, 34, 34, 34, 36, 60, 34, 34, 34, 60, 0 }, // R
{ 0, 0, 60, 2, 2, 6, 28, 48, 32, 32, 30, 0 }, // S
{ 0, 0, 8, 8, 8, 8, 8, 8, 8, 8,127, 0 }, // T
{ 0, 0, 28, 34, 34, 34, 34, 34, 34, 34, 34, 0 }, // U
{ 0, 0, 12, 12, 18, 18, 18, 33, 33, 33, 33, 0 }, // V
{ 0, 0, 34, 34, 34, 54, 85, 73, 73, 73, 65, 0 }, // W
{ 0, 0, 34, 34, 20, 20, 8, 20, 20, 34, 34, 0 }, // X
{ 0, 0, 8, 8, 8, 8, 20, 20, 34, 34, 34, 0 }, // Y
{ 0, 0, 62, 32, 16, 16, 8, 4, 4, 2, 62, 0 }, // Z
{ 0, 14, 8, 8, 8, 8, 8, 8, 8, 8, 8, 14 }, // [
{ 0, 2, 2, 4, 4, 8, 8, 8, 16, 16, 32, 32 }, // [backslash]
{ 0, 56, 8, 8, 8, 8, 8, 8, 8, 8, 8, 56 }, // ]
{ 0, 0, 0, 0, 0, 34, 34, 20, 20, 8, 8, 0 }, // ^
{ 0,127, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // _
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 24, 12 }, // `
{ 0, 0, 29, 34, 34, 30, 2, 34, 28, 0, 0, 0 }, // a
{ 0, 0, 60, 34, 34, 34, 34, 50, 44, 32, 32, 32 }, // b
{ 0, 0, 14, 16, 32, 32, 32, 16, 14, 0, 0, 0 }, // c
{ 0, 0, 26, 38, 34, 34, 34, 34, 30, 2, 2, 2 }, // d
{ 0, 0, 28, 34, 32, 62, 34, 34, 28, 0, 0, 0 }, // e
{ 0, 0, 16, 16, 16, 16, 16, 16, 62, 16, 16, 14 }, // f
{ 28, 2, 2, 26, 38, 34, 34, 34, 30, 0, 0, 0 }, // g
{ 0, 0, 34, 34, 34, 34, 34, 50, 44, 32, 32, 32 }, // h
{ 0, 0, 8, 8, 8, 8, 8, 8, 56, 0, 8, 8 }, // i
{ 56, 4, 4, 4, 4, 4, 4, 4, 60, 0, 4, 4 }, // j
{ 0, 0, 33, 34, 36, 56, 40, 36, 34, 32, 32, 32 }, // k
{ 0, 0, 8, 8, 8, 8, 8, 8, 8, 8, 8, 56 }, // l
{ 0, 0, 73, 73, 73, 73, 73,109, 82, 0, 0, 0 }, // m
{ 0, 0, 34, 34, 34, 34, 34, 50, 44, 0, 0, 0 }, // n
{ 0, 0, 28, 34, 34, 34, 34, 34, 28, 0, 0, 0 }, // o
{ 32, 32, 60, 34, 34, 34, 34, 50, 44, 0, 0, 0 }, // p
{ 2, 2, 26, 38, 34, 34, 34, 34, 30, 0, 0, 0 }, // q
{ 0, 0, 16, 16, 16, 16, 16, 24, 22, 0, 0, 0 }, // r
{ 0, 0, 60, 2, 2, 28, 32, 32, 30, 0, 0, 0 }, // s
{ 0, 0, 14, 16, 16, 16, 16, 16, 62, 16, 16, 0 }, // t
{ 0, 0, 26, 38, 34, 34, 34, 34, 34, 0, 0, 0 }, // u
{ 0, 0, 8, 8, 20, 20, 34, 34, 34, 0, 0, 0 }, // v
{ 0, 0, 34, 34, 34, 85, 73, 73, 65, 0, 0, 0 }, // w
{ 0, 0, 34, 34, 20, 8, 20, 34, 34, 0, 0, 0 }, // x
{ 48, 16, 8, 8, 20, 20, 34, 34, 34, 0, 0, 0 }, // y
{ 0, 0, 62, 32, 16, 8, 4, 2, 62, 0, 0, 0 }, // z
{ 0, 6, 8, 8, 8, 4, 24, 4, 8, 8, 8, 6 }, // {
{ 0, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8 }, // |
{ 0, 48, 8, 8, 8, 16, 12, 16, 8, 8, 8, 48 }, // }
{ 0, 0, 0, 0, 0, 0, 78, 57, 0, 0, 0, 0 } // ~
};
// clang-format on
// NOLINTEND
constexpr const int defaultSize = 100;
// NOLINTBEGIN(readability-implicit-bool-conversion)
SIM::Coin3D::Quarter::SoQTQuarterAdaptor::SoQTQuarterAdaptor(QWidget* parent,
const QtGLWidget* sharewidget,
Qt::WindowFlags flags)
: QuarterWidget(parent, sharewidget, flags)
, matrixaction(SbViewportRegion(defaultSize, defaultSize))
{
init();
}
SIM::Coin3D::Quarter::SoQTQuarterAdaptor::SoQTQuarterAdaptor(const QtGLFormat& format,
QWidget* parent,
const QtGLWidget* shareWidget,
Qt::WindowFlags flags)
: QuarterWidget(format, parent, shareWidget, flags)
, matrixaction(SbViewportRegion(defaultSize, defaultSize))
{
init();
}
SIM::Coin3D::Quarter::SoQTQuarterAdaptor::SoQTQuarterAdaptor(QtGLContext* context,
QWidget* parent,
const QtGLWidget* sharewidget,
Qt::WindowFlags flags)
: QuarterWidget(context, parent, sharewidget, flags)
, matrixaction(SbViewportRegion(defaultSize, defaultSize))
{
init();
}
SIM::Coin3D::Quarter::SoQTQuarterAdaptor::~SoQTQuarterAdaptor()
{
delete m_seeksensor;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::init()
{
// NOLINTBEGIN
m_interactionnesting = 0;
m_seekdistance = 50.0F;
m_seekdistanceabs = false;
m_seekperiod = 2.0F;
m_inseekmode = false;
m_storedcamera = nullptr;
m_viewingflag = false;
pickRadius = 5.0;
m_seeksensor = new SoTimerSensor(SoQTQuarterAdaptor::seeksensorCB, (void*)this);
getSoEventManager()->setNavigationState(SoEventManager::NO_NAVIGATION);
resetFrameCounter();
// NOLINTEND
}
QWidget* SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getWidget()
{
//we keep the function from SoQt as we want to introduce the QGraphicsView and then the GLWidget
//is separated from the Widget used in layouts again
return this;
}
QWidget* SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getGLWidget()
{
return viewport();
}
QWidget* SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getWidget() const
{
//we keep the function from SoQt as we want to introduce the QGraphicsView and then the GLWidget
//is separated from the Widget used in layouts again
return const_cast<SoQTQuarterAdaptor*>(this); // NOLINT
}
QWidget* SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getGLWidget() const
{
return viewport();
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::setCameraType(SoType type)
{
SoCamera* cam = getSoRenderManager()->getCamera();
if (cam && !cam->isOfType(SoPerspectiveCamera::getClassTypeId()) &&
!cam->isOfType(SoOrthographicCamera::getClassTypeId())) {
Base::Console().Warning("Quarter::setCameraType",
"Only SoPerspectiveCamera and SoOrthographicCamera is supported.");
return;
}
SoType perspectivetype = SoPerspectiveCamera::getClassTypeId();
SbBool oldisperspective = cam ? cam->getTypeId().isDerivedFrom(perspectivetype) : false;
SbBool newisperspective = type.isDerivedFrom(perspectivetype);
// Same old, same old..
if (oldisperspective == newisperspective) {
return;
}
SoCamera* currentcam = getSoRenderManager()->getCamera();
SoCamera* newcamera = static_cast<SoCamera*>(type.createInstance()); // NOLINT
// Transfer and convert values from one camera type to the other.
if(newisperspective) {
convertOrtho2Perspective(dynamic_cast<SoOrthographicCamera*>(currentcam),
dynamic_cast<SoPerspectiveCamera*>(newcamera));
}
else {
convertPerspective2Ortho(dynamic_cast<SoPerspectiveCamera*>(currentcam),
dynamic_cast<SoOrthographicCamera*>(newcamera));
}
getSoRenderManager()->setCamera(newcamera);
getSoEventManager()->setCamera(newcamera);
//if the superscene has a camera we need to replace it too
auto superscene = dynamic_cast<SoSeparator*>(getSoRenderManager()->getSceneGraph());
SoSearchAction sa;
sa.setInterest(SoSearchAction::FIRST);
sa.setType(SoCamera::getClassTypeId());
sa.apply(superscene);
if (sa.getPath()) {
SoNode* node = sa.getPath()->getTail();
SoGroup* parent = static_cast<SoGroup*>(sa.getPath()->getNodeFromTail(1)); // NOLINT
if (node && node->isOfType(SoCamera::getClassTypeId())) {
parent->replaceChild(node, newcamera);
}
}
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::convertOrtho2Perspective(const SoOrthographicCamera* in,
SoPerspectiveCamera* out)
{
if (!in || !out) {
Base::Console().Log("Quarter::convertOrtho2Perspective",
"Cannot convert camera settings due to wrong input.");
return;
}
out->aspectRatio.setValue(in->aspectRatio.getValue());
out->focalDistance.setValue(in->focalDistance.getValue());
out->orientation.setValue(in->orientation.getValue());
out->position.setValue(in->position.getValue());
out->viewportMapping.setValue(in->viewportMapping.getValue());
SbRotation camrot = in->orientation.getValue();
float focaldist = float(in->height.getValue() / (2.0*tan(M_PI / 8.0))); // NOLINT
SbVec3f offset(0,0,focaldist-in->focalDistance.getValue());
camrot.multVec(offset,offset);
out->position.setValue(offset+in->position.getValue());
out->focalDistance.setValue(focaldist);
// 45° is the default value of this field in SoPerspectiveCamera.
out->heightAngle = (float)(M_PI / 4.0); // NOLINT
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::convertPerspective2Ortho(const SoPerspectiveCamera* in,
SoOrthographicCamera* out)
{
out->aspectRatio.setValue(in->aspectRatio.getValue());
out->focalDistance.setValue(in->focalDistance.getValue());
out->orientation.setValue(in->orientation.getValue());
out->position.setValue(in->position.getValue());
out->viewportMapping.setValue(in->viewportMapping.getValue());
float focaldist = in->focalDistance.getValue();
out->height = 2.0F * focaldist * (float)tan(in->heightAngle.getValue() / 2.0); // NOLINT
}
SoCamera* SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getCamera() const
{
return getSoRenderManager()->getCamera();
}
const SbViewportRegion & SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getViewportRegion() const
{
return getSoRenderManager()->getViewportRegion();
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::setViewing(bool enable)
{
m_viewingflag = enable;
// Turn off the selection indicators when we go back from picking
// mode into viewing mode.
if (m_viewingflag) {
SoGLRenderAction* action = getSoRenderManager()->getGLRenderAction();
if (action) {
SoLocateHighlight::turnOffCurrentHighlight(action);
}
}
}
bool SIM::Coin3D::Quarter::SoQTQuarterAdaptor::isViewing() const
{
return m_viewingflag;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::interactiveCountInc()
{
// Catch problems with missing interactiveCountDec() calls.
assert(m_interactionnesting < 100);
if (++m_interactionnesting == 1) {
m_interactionStartCallback.invokeCallbacks(this);
}
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::interactiveCountDec()
{
if (--m_interactionnesting <= 0) {
m_interactionEndCallback.invokeCallbacks(this);
m_interactionnesting = 0;
}
}
int SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getInteractiveCount() const
{
return m_interactionnesting;
}
// clang-format off
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::addStartCallback(SIM::Coin3D::Quarter::SoQTQuarterAdaptorCB* func, void* data)
{
m_interactionStartCallback.addCallback((SoCallbackListCB*)func, data); // NOLINT
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::removeStartCallback(SIM::Coin3D::Quarter::SoQTQuarterAdaptorCB* func, void* data)
{
m_interactionStartCallback.removeCallback((SoCallbackListCB*)func, data); // NOLINT
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::addFinishCallback(SIM::Coin3D::Quarter::SoQTQuarterAdaptorCB* func, void* data)
{
m_interactionEndCallback.addCallback((SoCallbackListCB*)func, data); // NOLINT
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::removeFinishCallback(SIM::Coin3D::Quarter::SoQTQuarterAdaptorCB* func, void* data)
{
m_interactionEndCallback.removeCallback((SoCallbackListCB*)func, data); // NOLINT
}
// clang-format on
float SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getSeekDistance() const
{
return m_seekdistance;
}
float SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getSeekTime() const
{
return m_seekperiod;
}
bool SIM::Coin3D::Quarter::SoQTQuarterAdaptor::isSeekMode() const
{
return m_inseekmode;
}
bool SIM::Coin3D::Quarter::SoQTQuarterAdaptor::isSeekValuePercentage() const
{
return !m_seekdistanceabs;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::setPickRadius(float pickRadius)
{
this->pickRadius = pickRadius;
SoEventManager* evm = this->getSoEventManager();
if (evm){
SoHandleEventAction* hea = evm->getHandleEventAction();
if (hea){
hea->setPickRadius(pickRadius);
}
}
}
bool SIM::Coin3D::Quarter::SoQTQuarterAdaptor::seekToPoint(const SbVec2s& screenpos)
{
SoRayPickAction rpaction(getSoRenderManager()->getViewportRegion());
rpaction.setPoint(screenpos);
rpaction.setRadius(pickRadius);
rpaction.apply(getSoRenderManager()->getSceneGraph());
SoPickedPoint* picked = rpaction.getPickedPoint();
if (!picked) {
this->interactiveCountInc(); // decremented in setSeekMode(false)
this->setSeekMode(false);
return false;
}
SbVec3f hitpoint;
hitpoint = picked->getPoint();
this->seekToPoint(hitpoint);
return true;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::seekToPoint(const SbVec3f& scenepos)
{
SbVec3f hitpoint(scenepos);
m_camerastartposition = getSoRenderManager()->getCamera()->position.getValue();
m_camerastartorient = getSoRenderManager()->getCamera()->orientation.getValue();
// move point to the camera coordinate system, consider
// transformations before camera in the scene graph
SbMatrix cameramatrix;
SbMatrix camerainverse;
getCameraCoordinateSystem(getSoRenderManager()->getCamera(),
getSceneGraph(),
cameramatrix,
camerainverse);
camerainverse.multVecMatrix(hitpoint, hitpoint);
float fd = m_seekdistance;
if(!m_seekdistanceabs) {
fd *= (hitpoint - getSoRenderManager()->getCamera()->position.getValue()).length()/100.0F;
}
getSoRenderManager()->getCamera()->focalDistance = fd;
SbVec3f dir = hitpoint - m_camerastartposition;
dir.normalize();
// find a rotation that rotates current camera direction into new
// camera direction.
SbVec3f olddir;
getSoRenderManager()->getCamera()->orientation.getValue().multVec(SbVec3f(0, 0, -1), olddir);
SbRotation diffrot(olddir, dir);
m_cameraendposition = hitpoint - fd * dir;
m_cameraendorient = getSoRenderManager()->getCamera()->orientation.getValue() * diffrot;
if(m_seeksensor->isScheduled()) {
m_seeksensor->unschedule();
interactiveCountDec();
}
m_seeksensor->setBaseTime(SbTime::getTimeOfDay());
m_seeksensor->schedule();
interactiveCountInc();
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::setSeekDistance(const float distance)
{
m_seekdistance = distance;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::setSeekMode(bool enable)
{
if(!enable && m_seeksensor->isScheduled()) {
m_seeksensor->unschedule();
interactiveCountDec();
}
m_inseekmode = enable;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::setSeekTime(const float seconds)
{
m_seekperiod = seconds;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::setSeekValueAsPercentage(bool on)
{
m_seekdistanceabs = !on;
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::getCameraCoordinateSystem(SoCamera* camera,
SoNode* root,
SbMatrix& matrix,
SbMatrix& inverse)
{
searchaction.reset();
searchaction.setSearchingAll(true);
searchaction.setInterest(SoSearchAction::FIRST);
searchaction.setNode(camera);
searchaction.apply(root);
matrix = inverse = SbMatrix::identity();
if(searchaction.getPath()) {
matrixaction.apply(searchaction.getPath());
matrix = matrixaction.getMatrix();
inverse = matrixaction.getInverse();
}
searchaction.reset();
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::seeksensorCB(void* data, SoSensor* sensor)
{
SoQTQuarterAdaptor* thisp = static_cast<SoQTQuarterAdaptor*>(data); // NOLINT
SbTime currenttime = SbTime::getTimeOfDay();
SoTimerSensor* timer = static_cast<SoTimerSensor*>(sensor); // NOLINT
float par = float((currenttime - timer->getBaseTime()).getValue()) / thisp->m_seekperiod;
if ((par > 1.0F) || (par + timer->getInterval().getValue() > 1.0F)) {
par = 1.0F;
}
bool end = (par == 1.0F);
par = (float)((1.0 - cos(M_PI * par)) * 0.5); // NOLINT
thisp->getSoRenderManager()->getCamera()->position = thisp->m_camerastartposition +
(thisp->m_cameraendposition - thisp->m_camerastartposition) * par;
thisp->getSoRenderManager()->getCamera()->orientation =
SbRotation::slerp(thisp->m_camerastartorient,
thisp->m_cameraendorient,
par);
if (end) {
thisp->setSeekMode(false);
}
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::saveHomePosition()
{
SoCamera* cam = getSoRenderManager()->getCamera();
if (!cam) {
return;
}
SoType type = cam->getTypeId();
assert(type.isDerivedFrom(SoNode::getClassTypeId()));
assert(type.canCreateInstance());
if(m_storedcamera) {
m_storedcamera->unref();
}
m_storedcamera = static_cast<SoNode*>(type.createInstance()); // NOLINT
m_storedcamera->ref();
m_storedcamera->copyFieldValues(getSoRenderManager()->getCamera());
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::resetToHomePosition()
{
SoCamera* cam = getSoRenderManager()->getCamera();
if (!cam) {
return;
}
if(!m_storedcamera) {
return;
}
SoType ttype = getSoRenderManager()->getCamera()->getTypeId();
SoType stype = m_storedcamera->getTypeId();
// most common case
if (ttype == stype) {
// We copy the field data directly, instead of using
// SoFieldContainer::copyContents(), for the reason described in
// detail in So@Gui@Viewer::saveHomePosition().
getSoRenderManager()->getCamera()->copyFieldValues(m_storedcamera);
}
// handle common case #1
else if(ttype == SoOrthographicCamera::getClassTypeId() &&
stype == SoPerspectiveCamera::getClassTypeId()) {
convertPerspective2Ortho(dynamic_cast<SoPerspectiveCamera*>(m_storedcamera),
dynamic_cast<SoOrthographicCamera*>(getSoRenderManager()->getCamera()));
}
// handle common case #2
else if(ttype == SoPerspectiveCamera::getClassTypeId() &&
stype == SoOrthographicCamera::getClassTypeId()) {
convertOrtho2Perspective(dynamic_cast<SoOrthographicCamera*>(m_storedcamera),
dynamic_cast<SoPerspectiveCamera*>(getSoRenderManager()->getCamera()));
}
// otherwise, cameras have changed in ways we don't understand since
// the last saveHomePosition() invocation, and so we're just going
// to ignore the reset request
}
void
SIM::Coin3D::Quarter::SoQTQuarterAdaptor::draw2DString(const char* str,
SbVec2s glsize,
SbVec2f position)
{
// Store GL state.
glPushAttrib(GL_ENABLE_BIT|GL_CURRENT_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, glsize[0], 0.0, glsize[1], -1, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// glColor3f(0.0, 0.0, 0.0);
// glRasterPos2f(position[0] + 1, position[1]);
// printString(str);
// glRasterPos2f(position[0] - 1, position[1]);
// printString(str);
// glRasterPos2f(position[0], position[1] + 1);
// printString(str);
// glRasterPos2f(position[0], position[1] - 1);
// printString(str);
glColor3f(1.0, 1.0, 0.0);
glRasterPos2f(position[0], position[1]);
printString(str);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // restore default value
glPopAttrib();
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::printString(const char* str)
{
// NOLINTBEGIN
std::size_t len = strlen(str);
for(std::size_t i = 0; i < len; i++) {
glBitmap(8, 12, 0.0, 2.0, 10.0, 0.0, fps2dfont[str[i] - 32]);
}
// NOLINTEND
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::moveCameraScreen(const SbVec2f& screenpos)
{
SoCamera* cam = getSoRenderManager()->getCamera();
assert(cam);
SbViewVolume vv = cam->getViewVolume(getGLWidget()->width() / getGLWidget()->height());
SbPlane panplane = vv.getPlane(cam->focalDistance.getValue());
constexpr const float mid = 0.5F;
SbLine line;
vv.projectPointToLine(screenpos + SbVec2f(mid, mid), line);
SbVec3f current_planept;
panplane.intersect(line, current_planept);
vv.projectPointToLine(SbVec2f(mid, mid), line);
SbVec3f old_planept;
panplane.intersect(line, old_planept);
// Reposition camera according to the vector difference between the
// projected points.
cam->position = cam->position.getValue() - (current_planept - old_planept);
}
bool SIM::Coin3D::Quarter::SoQTQuarterAdaptor::processSoEvent(const SoEvent* event)
{
const SoType type(event->getTypeId());
constexpr const float delta = 0.1F;
if(type.isDerivedFrom(SoKeyboardEvent::getClassTypeId())) {
const SoKeyboardEvent* keyevent = static_cast<const SoKeyboardEvent*>(event); // NOLINT
if(keyevent->getState() == SoButtonEvent::DOWN) {
switch(keyevent->getKey()) {
case SoKeyboardEvent::LEFT_ARROW:
moveCameraScreen(SbVec2f(-delta, 0.0F));
return true;
case SoKeyboardEvent::UP_ARROW:
moveCameraScreen(SbVec2f(0.0F, delta));
return true;
case SoKeyboardEvent::RIGHT_ARROW:
moveCameraScreen(SbVec2f(delta, 0.0F));
return true;
case SoKeyboardEvent::DOWN_ARROW:
moveCameraScreen(SbVec2f(0.0F, -delta));
return true;
default:
break;
}
}
}
return SIM::Coin3D::Quarter::QuarterWidget::processSoEvent(event);
}
/*!
Overridden from QuarterWidget to render the scenegraph
*/
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::paintEvent(QPaintEvent* event)
{
double start = SbTime::getTimeOfDay().getValue();
QuarterWidget::paintEvent(event);
this->framesPerSecond = addFrametime(start);
}
void SIM::Coin3D::Quarter::SoQTQuarterAdaptor::resetFrameCounter()
{
this->framecount = 0;
this->frametime = 0.0F;
this->drawtime = 0.0F;
this->starttime = SbTime::getTimeOfDay().getValue();
this->framesPerSecond = SbVec2f(0, 0);
}
SbVec2f SIM::Coin3D::Quarter::SoQTQuarterAdaptor::addFrametime(double starttime)
{
constexpr const double FPS_FACTOR = 0.7;
constexpr const double FIVE_SECS = 5000.0;
constexpr const float ONE_SEC = 1000.0F;
this->framecount++;
double timeofday = SbTime::getTimeOfDay().getValue();
// draw time is the actual time spent on rendering
double drawtime = timeofday - starttime;
this->drawtime = (drawtime*FPS_FACTOR) + this->drawtime*(1.0 - FPS_FACTOR);
// frame time is the time spent since the last frame. There could an
// indefinite pause between the last frame because the scene is not
// changing. So we limit the skew to 5 second.
double frametime = std::min(timeofday-this->starttime, std::max(drawtime, FIVE_SECS));
this->frametime = (frametime*FPS_FACTOR) + this->frametime*(1.0 - FPS_FACTOR);
this->starttime = timeofday;
return {ONE_SEC * float(this->drawtime), 1.0F / float(this->frametime)};
}
// NOLINTEND(readability-implicit-bool-conversion)
#include "moc_SoQTQuarterAdaptor.cpp"