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