Tue, 03 Apr 2018 17:23:02 +0300
fixed the scene bounding box not getting updated as it should
src/glcompiler.cpp | file | annotate | diff | comparison | revisions | |
src/glcompiler.h | file | annotate | diff | comparison | revisions | |
src/glrenderer.cpp | file | annotate | diff | comparison | revisions |
--- a/src/glcompiler.cpp Mon Apr 02 13:21:15 2018 +0300 +++ b/src/glcompiler.cpp Tue Apr 03 17:23:02 2018 +0300 @@ -80,7 +80,7 @@ ); connect( renderer->model(), - SIGNAL(rowsRemoved(QModelIndex, int, int)), + SIGNAL(rowsAboutToBeRemoved(QModelIndex, int, int)), this, SLOT(handleRowRemoval(QModelIndex, int, int)) ); @@ -415,22 +415,34 @@ ::invertPolygon(poly); VboClass surface; - int vertexCount; switch (poly.num) { - case 2: surface = VboClass::Lines; vertexCount = 2; break; - case 3: surface = VboClass::Triangles; vertexCount = 3; break; - case 4: surface = VboClass::Quads; vertexCount = 4; break; - case 5: surface = VboClass::ConditionalLines; vertexCount = 2; break; - default: return; + case 2: + surface = VboClass::Lines; + break; + + case 3: + surface = VboClass::Triangles; + break; + + case 4: + surface = VboClass::Quads; + break; + + case 5: + surface = VboClass::ConditionalLines; + break; + + default: + return; } // Determine the normals for the polygon. QVector3D normals[4]; - auto vertexRing = ring(poly.vertices, vertexCount); + auto vertexRing = ring(poly.vertices, poly.numPolygonVertices()); - for (int i = 0; i < vertexCount; ++i) + for (int i = 0; i < poly.numPolygonVertices(); ++i) { const Vertex& v1 = vertexRing[i - 1]; const Vertex& v2 = vertexRing[i]; @@ -438,9 +450,15 @@ normals[i] = QVector3D::crossProduct(v3 - v2, v1 - v2).normalized(); } - if (not this->needBoundingBoxRebuild) + // Transform vertices so that they're suitable for GL rendering + for (int i = 0; i < poly.numPolygonVertices(); i += 1) { - for (int i = 0; i < vertexCount; i += 1) + poly.vertices[i].y = -poly.vertices[i].y; + poly.vertices[i].z = -poly.vertices[i].z; + + // Add these vertices to the bounding box (unless we're going to do it over + // from scratch afterwards) + if (not this->needBoundingBoxRebuild) this->boundingBox.consider(poly.vertices[i]); } @@ -450,14 +468,14 @@ QVector<GLfloat>& vbodata = objectInfo.data[vbonum]; const QColor color = getColorForPolygon (poly, polygonOwnerIndex, complement); - for (int vert = 0; vert < vertexCount; ++vert) + for (int vert = 0; vert < poly.numPolygonVertices(); ++vert) { if (complement == VboSubclass::Surfaces) { // Write coordinates. Apparently Z must be flipped too? vbodata << poly.vertices[vert].x - << -poly.vertices[vert].y - << -poly.vertices[vert].z; + << poly.vertices[vert].y + << poly.vertices[vert].z; } else if (complement == VboSubclass::Normals) { @@ -487,12 +505,13 @@ */ Vertex GLCompiler::modelCenter() { + // If there's something still queued for compilation, we need to build those first so + // that they get into the bounding box. + this->compileStaged(); + // If the bounding box is invalid, rebuild it now. if (this->needBoundingBoxRebuild) { - // If there's something still queued for compilation, we need to build those first so - // that they get into the bounding box. - this->compileStaged(); this->boundingBox = {}; QMapIterator<QPersistentModelIndex, ObjectVboData> iterator {m_objectInfo}; @@ -500,8 +519,12 @@ { iterator.next(); - for (VboClass vboclass : {VboClass::Triangles, VboClass::Quads}) - { + for (VboClass vboclass : { + VboClass::Lines, + VboClass::Triangles, + VboClass::Quads, + VboClass::ConditionalLines + }) { // Read in the surface vertices and add them to the bounding box. int vbonum = vboNumber(vboclass, VboSubclass::Surfaces); const auto& vector = iterator.value().data[vbonum]; @@ -550,24 +573,25 @@ { for (QModelIndex index : m_renderer->model()->indices()) compileObject(index); + + emit sceneChanged(); } void GLCompiler::handleRowInsertion(const QModelIndex&, int first, int last) { for (int row = first; row <= last; row += 1) m_staged.insert(m_renderer->model()->index(row)); + + emit sceneChanged(); } -void GLCompiler::handleRowRemoval(const QModelIndex&, int, int) +void GLCompiler::handleRowRemoval(const QModelIndex&, int first, int last) { - // It looks like removing rows causes some key invalidation. Until I can figure that out, - // we're going scorched earth. - m_objectInfo.clear(); - recompile(); - /* for (int row = last; row >= first; row -= 1) forgetObject(m_renderer->model()->index(row)); - */ + + this->needBoundingBoxRebuild = true; + emit sceneChanged(); } void GLCompiler::handleDataChange(const QModelIndex& topLeft, const QModelIndex& bottomRight) @@ -576,6 +600,7 @@ m_staged.insert(m_renderer->model()->index(row)); this->needBoundingBoxRebuild = true; + emit sceneChanged(); } void GLCompiler::handleObjectHighlightingChanged( @@ -584,6 +609,7 @@ ) { m_staged.insert(oldIndex); m_staged.insert(newIndex); + emit sceneChanged(); } void GLCompiler::selectionChanged(const QItemSelection& selected, const QItemSelection& deselected) @@ -595,6 +621,7 @@ m_staged.insert(index); m_renderer->update(); + emit sceneChanged(); } QItemSelectionModel* GLCompiler::selectionModel() const @@ -624,9 +651,12 @@ SLOT(clearSelectionModel()) ); } + + emit sceneChanged(); } void GLCompiler::clearSelectionModel() { this->setSelectionModel(nullptr); + emit sceneChanged(); }