kicad/3d-viewer/3d_canvas/eda_3d_canvas_pivot.cpp

162 lines
4.9 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2016 Mario Luzeiro <mrluzeiro@ua.pt>
* Copyright (C) 1992-2020 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file eda_3d_canvas_pivot.cpp
* @brief Implementation of a 3d cursor
*/
#include "../common_ogl/openGL_includes.h"
#include "../common_ogl/ogl_utils.h"
#include "eda_3d_canvas.h"
static void pivot_render_triangles( float t )
{
wxASSERT( t >= 0.0f );
SFVEC3F vertexPointer[12];
const float u = 1.0f / 6.0f;
vertexPointer[0] = SFVEC3F( ( -3.0f + t ) * u, -2.0f * u, 0.0f );
vertexPointer[1] = SFVEC3F( ( -3.0f + t ) * u, 2.0f * u, 0.0f );
vertexPointer[2] = SFVEC3F( ( -1.0f + t ) * u, 0.0f * u, 0.0f );
vertexPointer[3] = SFVEC3F( -2.0f * u, ( -3.0f + t ) * u, 0.0f );
vertexPointer[4] = SFVEC3F( 2.0f * u, ( -3.0f + t ) * u, 0.0f );
vertexPointer[5] = SFVEC3F( 0.0f * u, ( -1.0f + t ) * u, 0.0f );
vertexPointer[6] = SFVEC3F( ( 3.0f - t ) * u, -2.0f * u, 0.0f );
vertexPointer[7] = SFVEC3F( ( 3.0f - t ) * u, 2.0f * u, 0.0f );
vertexPointer[8] = SFVEC3F( ( 1.0f - t ) * u, 0.0f * u, 0.0f );
vertexPointer[9] = SFVEC3F( 2.0f * u, ( 3.0f - t ) * u, 0.0f );
vertexPointer[10] = SFVEC3F( -2.0f * u, ( 3.0f - t ) * u, 0.0f );
vertexPointer[11] = SFVEC3F( 0.0f * u, ( 1.0f - t ) * u, 0.0f );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vertexPointer );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glDrawArrays( GL_TRIANGLES, 0, 4 * 3 );
glDisable( GL_BLEND );
glDisableClientState( GL_VERTEX_ARRAY );
}
void EDA_3D_CANVAS::render_pivot( float t, float aScale )
{
wxASSERT( aScale >= 0.0f );
wxASSERT( t >= 0.0f );
if( t > 1.0f )
t = 1.0f;
const SFVEC3F &lookAtPos = m_camera.GetLookAtPos_T1();
glDisable( GL_LIGHTING );
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
// Set projection and modelview matrixes
glMatrixMode( GL_PROJECTION );
glLoadMatrixf( glm::value_ptr( m_camera.GetProjectionMatrix() ) );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glLoadMatrixf( glm::value_ptr( m_camera.GetViewMatrix() ) );
glEnable( GL_COLOR_MATERIAL );
glColor4f( 0.0f, 1.0f, 0.0f, 0.75f - t * 0.75f );
// Translate to the look at position
glTranslatef( lookAtPos.x, lookAtPos.y, lookAtPos.z );
glScalef( aScale, aScale, aScale );
pivot_render_triangles( t * 0.5f );
t = t * 0.80f;
glScalef( 1.0f - t, 1.0f - t, 1.0f - t );
glColor4f( 0.0f, 1.0f, 0.0f, 0.8f - t );
glPushMatrix();
glRotatef( t * 90.0f, 0.0f, 0.0f, 1.0f );
pivot_render_triangles( t * 0.5f );
glPopMatrix();
glPushMatrix();
glRotatef( -t * 90.0f, 0.0f, 0.0f, 1.0f );
pivot_render_triangles( t * 0.5f );
glPopMatrix();
}
void EDA_3D_CANVAS::render3dmousePivot( float aScale )
{
wxASSERT( aScale >= 0.0f );
glDisable( GL_LIGHTING );
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
// Set projection and modelview matrixes
glMatrixMode( GL_PROJECTION );
glLoadMatrixf( glm::value_ptr( m_camera.GetProjectionMatrix() ) );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glLoadMatrixf( glm::value_ptr( m_camera.GetViewMatrix() ) );
glEnable( GL_COLOR_MATERIAL );
glColor4f( 0.0f, 0.667f, 0.902f, 0.75f );
// Translate to the look at position
glTranslatef( m_3dmousePivotPos.x, m_3dmousePivotPos.y, m_3dmousePivotPos.z );
glPointSize( 16.0f );
glEnable( GL_POINT_SMOOTH );
glHint( GL_POINT_SMOOTH_HINT, GL_NICEST );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glScalef( aScale, aScale, aScale );
// Draw a point at the look at position.
glBegin( GL_POINTS );
glVertex3f( 0, 0, 0 );
glEnd();
glDisable( GL_BLEND );
glDisable( GL_POINT_SMOOTH );
}