[F] More correct control by a mouse
parent
fd7f07068c
commit
f59ab5c34f
|
@ -1073,23 +1073,29 @@ 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);
|
||||
}
|
||||
|
||||
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; };
|
||||
|
||||
aiMatrix4x4 mat_rot;
|
||||
|
||||
mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z));
|
||||
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; };
|
||||
|
||||
aiMatrix4x4 mat_rot;
|
||||
|
||||
mat_rot.FromEulerAnglesXYZ(deg2rad(pAngle_X), deg2rad(pAngle_Y), deg2rad(pAngle_Z));
|
||||
if(pMatrix_Rotation_Initial != nullptr)
|
||||
mHelper_Camera.Rotation_AroundCamera = *pMatrix_Rotation_Initial * mat_rot;
|
||||
else
|
||||
mHelper_Camera.Rotation_AroundCamera *= mat_rot;
|
||||
}
|
||||
|
||||
|
@ -1100,3 +1106,10 @@ aiVector3D vect_tr(pTranslate_X, pTranslate_Y, pTranslate_Z);
|
|||
vect_tr *= mHelper_Camera.Rotation_AroundCamera;
|
||||
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;
|
||||
}
|
||||
|
|
|
@ -310,7 +310,9 @@ public:
|
|||
/// \param [in] pEnable - if true then enable textures, false - disable textures.
|
||||
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; }
|
||||
|
||||
/********************************************************************/
|
||||
|
@ -350,19 +352,23 @@ public:
|
|||
/// \param [in] pCamera_Index - index of the camera (\ref aiScene::mCameras).
|
||||
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.
|
||||
/// \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_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.
|
||||
/// \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_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)
|
||||
/// Translate camera along axises. In local coordinates.
|
||||
|
@ -371,6 +377,13 @@ public:
|
|||
/// \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);
|
||||
|
||||
/// \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:
|
||||
|
||||
/// \fn void Paint_Finished(const size_t pPaintTime, const GLfloat pDistance)
|
||||
|
|
|
@ -130,51 +130,63 @@ void MainWindow::mousePressEvent(QMouseEvent* pEvent)
|
|||
{
|
||||
const QPoint ms_pt = pEvent->pos();
|
||||
|
||||
__unused aiVector3D temp_v3;
|
||||
|
||||
// Check if GLView is pointed.
|
||||
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)
|
||||
mPosition_Pressed_LMB = ms_pt;
|
||||
mMouse_Transformation.Position_Pressed_LMB = ms_pt;
|
||||
else if(pEvent->button() & Qt::RightButton)
|
||||
mPosition_Pressed_RMB = ms_pt;
|
||||
mMouse_Transformation.Position_Pressed_RMB = ms_pt;
|
||||
}
|
||||
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)
|
||||
{
|
||||
if(mPosition_Pressed_Valid)
|
||||
if(mMouse_Transformation.Position_Pressed_Valid)
|
||||
{
|
||||
if(pEvent->buttons() & Qt::LeftButton)
|
||||
{
|
||||
GLfloat dx = 180 * GLfloat(pEvent->x() - mPosition_Pressed_LMB.x()) / mGLView->width();
|
||||
GLfloat dy = 180 * GLfloat(pEvent->y() - mPosition_Pressed_LMB.y()) / mGLView->height();
|
||||
GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_LMB.x()) / mGLView->width();
|
||||
GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_LMB.y()) / mGLView->height();
|
||||
|
||||
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
|
||||
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();
|
||||
mPosition_Pressed_LMB = pEvent->pos();
|
||||
}
|
||||
|
||||
if(pEvent->buttons() & Qt::RightButton)
|
||||
{
|
||||
GLfloat dx = 180 * GLfloat(pEvent->x() - mPosition_Pressed_RMB.x()) / mGLView->width();
|
||||
GLfloat dy = 180 * GLfloat(pEvent->y() - mPosition_Pressed_RMB.y()) / mGLView->height();
|
||||
GLfloat dx = 180 * GLfloat(pEvent->x() - mMouse_Transformation.Position_Pressed_RMB.x()) / mGLView->width();
|
||||
GLfloat dy = 180 * GLfloat(pEvent->y() - mMouse_Transformation.Position_Pressed_RMB.y()) / mGLView->height();
|
||||
|
||||
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
|
||||
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();
|
||||
mPosition_Pressed_RMB = pEvent->pos();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -212,10 +224,13 @@ GLfloat step;
|
|||
|
||||
MainWindow::MainWindow(QWidget *parent)
|
||||
: QMainWindow(parent), ui(new Ui::MainWindow),
|
||||
mScene(nullptr), mPosition_Pressed_Valid(false)
|
||||
mScene(nullptr)
|
||||
{
|
||||
using namespace Assimp;
|
||||
|
||||
// other variables
|
||||
mMouse_Transformation.Position_Pressed_Valid = false;
|
||||
|
||||
ui->setupUi(this);
|
||||
// Create OpenGL widget
|
||||
mGLView = new CGLView(this);
|
||||
|
|
|
@ -36,9 +36,17 @@ private:
|
|||
CLoggerView* mLoggerView;///< Pointer to logging object.
|
||||
Assimp::Importer mImporter;///< Assimp importer.
|
||||
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.
|
||||
QPoint mPosition_Pressed_RMB;///< Position where was pressed right mouse button.
|
||||
|
||||
/// \struct SMouse_Transformation
|
||||
/// 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 ***********/
|
||||
|
@ -81,6 +89,11 @@ protected:
|
|||
/// \param [in] pEvent - pointer to event data.
|
||||
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
|
||||
/// Override function which handles mouse event "move".
|
||||
/// \param [in] pEvent - pointer to event data.
|
||||
|
|
Loading…
Reference in New Issue