[F] More correct control by a mouse

pull/1981/head
smalcom 2018-05-24 17:11:21 +03:00
parent fd7f07068c
commit f59ab5c34f
4 changed files with 82 additions and 28 deletions

View File

@ -1073,24 +1073,30 @@ void CGLView::Camera_Set(const size_t pCameraNumber)
gluLookAt(hcam.Position.x, hcam.Position.y, hcam.Position.z, hcam.Target.x, hcam.Target.y, hcam.Target.z, up.x, up.y, up.z); gluLookAt(hcam.Position.x, hcam.Position.y, hcam.Position.z, hcam.Target.x, hcam.Target.y, hcam.Target.z, up.x, up.y, up.z);
} }
void CGLView::Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z) void CGLView::Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial)
{ {
auto deg2rad = [](const GLfloat pDegree) -> GLfloat { return pDegree * M_PI / 180.0; }; auto deg2rad = [](const GLfloat pDegree) -> GLfloat { return pDegree * M_PI / 180.0; };
aiMatrix4x4 mat_rot; aiMatrix4x4 mat_rot;
mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z)); mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z));
mHelper_Camera.Rotation_Scene *= mat_rot; if(pMatrix_Rotation_Initial != nullptr)
mHelper_Camera.Rotation_Scene = *pMatrix_Rotation_Initial * mat_rot;
else
mHelper_Camera.Rotation_Scene *= mat_rot;
} }
void CGLView::Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z) void CGLView::Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial)
{ {
auto deg2rad = [](const GLfloat pDegree) -> GLfloat { return pDegree * M_PI / 180.0; }; auto deg2rad = [](const GLfloat pDegree) -> GLfloat { return pDegree * M_PI / 180.0; };
aiMatrix4x4 mat_rot; aiMatrix4x4 mat_rot;
mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z)); mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z));
mHelper_Camera.Rotation_AroundCamera *= mat_rot; if(pMatrix_Rotation_Initial != nullptr)
mHelper_Camera.Rotation_AroundCamera = *pMatrix_Rotation_Initial * mat_rot;
else
mHelper_Camera.Rotation_AroundCamera *= mat_rot;
} }
void CGLView::Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z) void CGLView::Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z)
@ -1100,3 +1106,10 @@ aiVector3D vect_tr(pTranslate_X, pTranslate_Y, pTranslate_Z);
vect_tr *= mHelper_Camera.Rotation_AroundCamera; vect_tr *= mHelper_Camera.Rotation_AroundCamera;
mHelper_Camera.Translation_ToScene += vect_tr; mHelper_Camera.Translation_ToScene += vect_tr;
} }
void CGLView::Camera_Matrix(aiMatrix4x4& pRotation_Camera, aiMatrix4x4& pRotation_Scene, aiVector3D& pTranslation_Camera)
{
pRotation_Camera = mHelper_Camera.Rotation_AroundCamera;
pRotation_Scene = mHelper_Camera.Rotation_Scene;
pTranslation_Camera = mHelper_Camera.Translation_ToScene;
}

View File

@ -310,7 +310,9 @@ public:
/// \param [in] pEnable - if true then enable textures, false - disable textures. /// \param [in] pEnable - if true then enable textures, false - disable textures.
void Enable_Textures(const bool pEnable); void Enable_Textures(const bool pEnable);
///TODO: doc /// \fn void Enable_Axes(const bool pEnable)
/// Control axes drawing.
/// \param [in] pEnable - if true then enable axes, false - disable axes.
void Enable_Axes(const bool pEnable) { this->mScene_AxesEnabled = pEnable; } void Enable_Axes(const bool pEnable) { this->mScene_AxesEnabled = pEnable; }
/********************************************************************/ /********************************************************************/
@ -350,19 +352,23 @@ public:
/// \param [in] pCamera_Index - index of the camera (\ref aiScene::mCameras). /// \param [in] pCamera_Index - index of the camera (\ref aiScene::mCameras).
void Camera_Set(const size_t pCameraNumber); void Camera_Set(const size_t pCameraNumber);
/// \fn void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z) /// \fn void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial)
/// Rotate scene around axisees. /// Rotate scene around axisees.
/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees. /// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees. /// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees. /// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z); /// \param [in] pMatrix_Rotation_Initial - matrix from which calculates new transformation matrix. If not set (equal to nullptr) then current transformation matrix
/// will be used.
void Camera_RotateScene(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial = nullptr);
/// \fn void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z) /// \fn void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial = nullptr)
/// Rotate camera around axisees. /// Rotate camera around axisees.
/// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees. /// \param [in] pAngle_X - specifies the angle of rotation around axis oX, in degrees.
/// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees. /// \param [in] pAngle_Y - specifies the angle of rotation around axis oY, in degrees.
/// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees. /// \param [in] pAngle_Z - specifies the angle of rotation around axis oZ, in degrees.
void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z); /// \param [in] pMatrix_Rotation_Initial - matrix from which calculates new transformation matrix. If not set (equal to nullptr) then current transformation matrix
/// will be used.
void Camera_Rotate(const GLfloat pAngle_X, const GLfloat pAngle_Y, const GLfloat pAngle_Z, const aiMatrix4x4* pMatrix_Rotation_Initial = nullptr);
/// \fn void Camera_Translate(const size_t pTranslate_X, const size_t pTranslate_Y, const size_t pTranslate_Z) /// \fn void Camera_Translate(const size_t pTranslate_X, const size_t pTranslate_Y, const size_t pTranslate_Z)
/// Translate camera along axises. In local coordinates. /// Translate camera along axises. In local coordinates.
@ -371,6 +377,13 @@ public:
/// \param [in] pTranslate_Z - specifies the Z coordinate of translation vector. /// \param [in] pTranslate_Z - specifies the Z coordinate of translation vector.
void Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z); void Camera_Translate(const GLfloat pTranslate_X, const GLfloat pTranslate_Y, const GLfloat pTranslate_Z);
/// \fn void Camera_Matrix(aiMatrix4x4& pRotation_Camera, aiMatrix4x4& pRotation_Scene, aiVector3D& pTranslation_Camera)
/// Return data about camera position in world.
/// \param [out] pRotation_Camera - rotation matrix which set rotation angles of the scene around camera.
/// \param [out] pRotation_Scene - rotation matrix which set rotation angles of the scene around own center.
/// \param [out] pTranslation_Camera - translation vector from camera to the scene.
void Camera_Matrix(aiMatrix4x4& pRotation_Camera, aiMatrix4x4& pRotation_Scene, aiVector3D& pTranslation_Camera);
signals: signals:
/// \fn void Paint_Finished(const size_t pPaintTime, const GLfloat pDistance) /// \fn void Paint_Finished(const size_t pPaintTime, const GLfloat pDistance)

View File

@ -130,51 +130,63 @@ void MainWindow::mousePressEvent(QMouseEvent* pEvent)
{ {
const QPoint ms_pt = pEvent->pos(); const QPoint ms_pt = pEvent->pos();
__unused aiVector3D temp_v3;
// Check if GLView is pointed. // Check if GLView is pointed.
if(childAt(ms_pt) == mGLView) if(childAt(ms_pt) == mGLView)
{ {
mPosition_Pressed_Valid = true; if(!mMouse_Transformation.Position_Pressed_Valid)
{
mMouse_Transformation.Position_Pressed_Valid = true;// set flag
// Store current transformation matrices.
mGLView->Camera_Matrix(mMouse_Transformation.Rotation_AroundCamera, mMouse_Transformation.Rotation_Scene, temp_v3);
}
if(pEvent->button() & Qt::LeftButton) if(pEvent->button() & Qt::LeftButton)
mPosition_Pressed_LMB = ms_pt; mMouse_Transformation.Position_Pressed_LMB = ms_pt;
else if(pEvent->button() & Qt::RightButton) else if(pEvent->button() & Qt::RightButton)
mPosition_Pressed_RMB = ms_pt; mMouse_Transformation.Position_Pressed_RMB = ms_pt;
} }
else else
{ {
mPosition_Pressed_Valid = false; mMouse_Transformation.Position_Pressed_Valid = false;
} }
} }
void MainWindow::mouseReleaseEvent(QMouseEvent *pEvent)
{
if(pEvent->buttons() == 0) mMouse_Transformation.Position_Pressed_Valid = false;
}
void MainWindow::mouseMoveEvent(QMouseEvent* pEvent) void MainWindow::mouseMoveEvent(QMouseEvent* pEvent)
{ {
if(mPosition_Pressed_Valid) if(mMouse_Transformation.Position_Pressed_Valid)
{ {
if(pEvent->buttons() & Qt::LeftButton) if(pEvent->buttons() & Qt::LeftButton)
{ {
GLfloat dx = 180 * GLfloat(pEvent->x() - mPosition_Pressed_LMB.x()) / mGLView->width(); GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_LMB.x()) / mGLView->width();
GLfloat dy = 180 * GLfloat(pEvent->y() - mPosition_Pressed_LMB.y()) / mGLView->height(); GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_LMB.y()) / mGLView->height();
if(pEvent->modifiers() & Qt::ShiftModifier) if(pEvent->modifiers() & Qt::ShiftModifier)
mGLView->Camera_RotateScene(dy, 0, dx);// Rotate around oX and oZ axises. mGLView->Camera_RotateScene(dy, 0, dx, &mMouse_Transformation.Rotation_Scene);// Rotate around oX and oZ axises.
else else
mGLView->Camera_RotateScene(dy, dx, 0);// Rotate around oX and oY axises. mGLView->Camera_RotateScene(dy, dx, 0, &mMouse_Transformation.Rotation_Scene);// Rotate around oX and oY axises.
mGLView->updateGL(); mGLView->updateGL();
mPosition_Pressed_LMB = pEvent->pos();
} }
if(pEvent->buttons() & Qt::RightButton) if(pEvent->buttons() & Qt::RightButton)
{ {
GLfloat dx = 180 * GLfloat(pEvent->x() - mPosition_Pressed_RMB.x()) / mGLView->width(); GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_RMB.x()) / mGLView->width();
GLfloat dy = 180 * GLfloat(pEvent->y() - mPosition_Pressed_RMB.y()) / mGLView->height(); GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_RMB.y()) / mGLView->height();
if(pEvent->modifiers() & Qt::ShiftModifier) if(pEvent->modifiers() & Qt::ShiftModifier)
mGLView->Camera_Rotate(dy, 0, dx);// Rotate around oX and oZ axises. mGLView->Camera_Rotate(dy, 0, dx, &mMouse_Transformation.Rotation_AroundCamera);// Rotate around oX and oZ axises.
else else
mGLView->Camera_Rotate(dy, dx, 0);// Rotate around oX and oY axises. mGLView->Camera_Rotate(dy, dx, 0, &mMouse_Transformation.Rotation_AroundCamera);// Rotate around oX and oY axises.
mGLView->updateGL(); mGLView->updateGL();
mPosition_Pressed_RMB = pEvent->pos();
} }
} }
} }
@ -212,10 +224,13 @@ GLfloat step;
MainWindow::MainWindow(QWidget *parent) MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent), ui(new Ui::MainWindow), : QMainWindow(parent), ui(new Ui::MainWindow),
mScene(nullptr), mPosition_Pressed_Valid(false) mScene(nullptr)
{ {
using namespace Assimp; using namespace Assimp;
// other variables
mMouse_Transformation.Position_Pressed_Valid = false;
ui->setupUi(this); ui->setupUi(this);
// Create OpenGL widget // Create OpenGL widget
mGLView = new CGLView(this); mGLView = new CGLView(this);

View File

@ -36,9 +36,17 @@ private:
CLoggerView* mLoggerView;///< Pointer to logging object. CLoggerView* mLoggerView;///< Pointer to logging object.
Assimp::Importer mImporter;///< Assimp importer. Assimp::Importer mImporter;///< Assimp importer.
const aiScene* mScene;///< Pointer to loaded scene (\ref aiScene). const aiScene* mScene;///< Pointer to loaded scene (\ref aiScene).
bool mPosition_Pressed_Valid;///< Mouse button pressed on GLView.
QPoint mPosition_Pressed_LMB;///< Position where was pressed left mouse button. /// \struct SMouse_Transformation
QPoint mPosition_Pressed_RMB;///< Position where was pressed right mouse button. /// Holds data about transformation of the scene/camera when mouse us used.
struct SMouse_Transformation
{
bool Position_Pressed_Valid;///< Mouse button pressed on GLView.
QPoint Position_Pressed_LMB;///< Position where was pressed left mouse button.
QPoint Position_Pressed_RMB;///< Position where was pressed right mouse button.
aiMatrix4x4 Rotation_AroundCamera;///< Rotation matrix which set rotation angles of the scene around camera.
aiMatrix4x4 Rotation_Scene;///< Rotation matrix which set rotation angles of the scene around own center.
} mMouse_Transformation;
/**********************************/ /**********************************/
/************ Functions ***********/ /************ Functions ***********/
@ -81,6 +89,11 @@ protected:
/// \param [in] pEvent - pointer to event data. /// \param [in] pEvent - pointer to event data.
void mousePressEvent(QMouseEvent* pEvent) override; void mousePressEvent(QMouseEvent* pEvent) override;
/// \fn void mouseReleaseEvent(QMouseEvent *pEvent) override
/// Override function which handles mouse event "button released".
/// \param [in] pEvent - pointer to event data.
void mouseReleaseEvent(QMouseEvent *pEvent) override;
/// \fn void mouseMoveEvent(QMouseEvent* pEvent) override /// \fn void mouseMoveEvent(QMouseEvent* pEvent) override
/// Override function which handles mouse event "move". /// Override function which handles mouse event "move".
/// \param [in] pEvent - pointer to event data. /// \param [in] pEvent - pointer to event data.