Cosmetic changes to the new OpenGL code by iXce

This commit is contained in:
Alessandro Ranellucci 2013-07-01 10:58:30 +02:00
parent dcc2b7f4ff
commit 8ec3ec6bda

View File

@ -73,6 +73,7 @@ sub new {
sub axis_to_quat {
my ($ax, $phi) = @_;
my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
my @q = map { $_ * (1 / $lena) } @$ax;
@q = map { $_ * sin($phi / 2.0) } @q;
@ -82,6 +83,7 @@ sub axis_to_quat {
sub project_to_sphere {
my ($r, $x, $y) = @_;
my $d = sqrt($x * $x + $y * $y);
if ($d < $r * 0.70710678118654752440) {
return sqrt($r * $r - $d * $d);
@ -93,6 +95,7 @@ sub project_to_sphere {
sub cross {
my ($v1, $v2) = @_;
return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
@$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
@ -121,7 +124,9 @@ sub trackball {
sub quat_to_rotmatrix {
my ($q) = @_;
my @m;
my @m = ();
$m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
$m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
$m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
@ -141,11 +146,13 @@ sub quat_to_rotmatrix {
$m[13] = 0.0;
$m[14] = 0.0;
$m[15] = 1.0;
return @m;
}
sub mulquats {
my ($q1, $rq) = @_;
return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
@$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
@$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
@ -158,14 +165,13 @@ sub handle_rotation {
if (not defined $self->initpos) {
$self->initpos($e->GetPosition());
} else {
my ($orig, $new, $size, @quat);
$orig = $self->initpos;
$new = $e->GetPosition();
$size = $self->GetClientSize();
@quat = trackball($orig->x / ($size->width / 2) - 1,
1 - $orig->y / ($size->height / 2),
my $orig = $self->initpos;
my $new = $e->GetPosition();
my $size = $self->GetClientSize();
my @quat = trackball($orig->x / ($size->width / 2) - 1,
1 - $orig->y / ($size->height / 2), #/
$new->x / ($size->width / 2) - 1,
1 - $new->y / ($size->height / 2),
1 - $new->y / ($size->height / 2), #/
0.8);
$self->quat(mulquats($self->quat, \@quat));
$self->initpos($new);
@ -179,11 +185,10 @@ sub handle_translation {
if (not defined $self->initpos) {
$self->initpos($e->GetPosition());
} else {
my ($orig, @orig3d, $new, @new3d);
$new = $e->GetPosition();
$orig = $self->initpos;
@orig3d = $self->mouse_to_3d($orig->x, $orig->y);
@new3d = $self->mouse_to_3d($new->x, $new->y);
my $new = $e->GetPosition();
my $orig = $self->initpos;
my @orig3d = $self->mouse_to_3d($orig->x, $orig->y); #)()
my @new3d = $self->mouse_to_3d($new->x, $new->y); #)()
glTranslatef($new3d[0] - $orig3d[0], $new3d[1] - $orig3d[1], 0);
$self->initpos($new);
$self->Refresh;
@ -193,26 +198,17 @@ sub handle_translation {
sub mouse_to_3d {
my ($self, $x, $y) = @_;
my @viewport = glGetIntegerv_p(GL_VIEWPORT);
my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX);
my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX);
my @projected = gluUnProject_p($x, $viewport[3] - $y, 1.0,
$mview[0], $mview[1], $mview[2], $mview[3],
$mview[4], $mview[5], $mview[6], $mview[7],
$mview[8], $mview[9], $mview[10], $mview[11],
$mview[12], $mview[13], $mview[14], $mview[15],
$proj[0], $proj[1], $proj[2], $proj[3],
$proj[4], $proj[5], $proj[6], $proj[7],
$proj[8], $proj[9], $proj[10], $proj[11],
$proj[12], $proj[13], $proj[14], $proj[15],
$viewport[0], $viewport[1], $viewport[2], $viewport[3]);
my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
my @projected = gluUnProject_p($x, $viewport[3] - $y, 1.0, @mview, @proj, @viewport);
return @projected;
}
sub ZoomTo {
my ($self, $factor, $tox, $toy) = @_;
glTranslatef($tox, $toy, 0);
glMatrixMode(GL_MODELVIEW);
$self->Zoom($factor);
@ -246,11 +242,11 @@ sub SetCurrent {
sub ResetModelView {
my ($self, $factor) = @_;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
my $mesh_size = $self->mesh_size;
my $win_size = $self->GetClientSize();
my $ratio = $factor * min($win_size->width, $win_size->height) / max(@$mesh_size);
my $ratio = $factor * min($win_size->width, $win_size->height) / max(@{ $self->mesh_size });
glScalef($ratio, $ratio, 1);
}
@ -326,10 +322,7 @@ sub Render {
my $mesh_size = $self->mesh_size;
glTranslatef(0, 0, -max(@$mesh_size[0..1]));
my @rotmat = quat_to_rotmatrix($self->quat);
glMultMatrixd_p($rotmat[0], $rotmat[1], $rotmat[2], $rotmat[3],
$rotmat[4], $rotmat[5], $rotmat[6], $rotmat[7],
$rotmat[8], $rotmat[9], $rotmat[10], $rotmat[11],
$rotmat[12], $rotmat[13], $rotmat[14], $rotmat[15]);
glMultMatrixd_p(@rotmat[0..15]);
glTranslatef(map -$_, @{ $self->mesh_center });
$self->draw_mesh;