src/ui/canvas.cpp

Fri, 06 Mar 2020 16:08:53 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Fri, 06 Mar 2020 16:08:53 +0200
changeset 69
a36913fc552a
parent 68
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child 70
f21b800b02a4
permissions
-rw-r--r--

begin work on axes program

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1 #include <QMouseEvent>
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2 #include <QPainter>
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3 #include "canvas.h"
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4
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5 Canvas::Canvas(
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6 Model* model,
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7 DocumentManager* documents,
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8 const ldraw::ColorTable& colorTable,
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9 QWidget* parent) :
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10 PartRenderer{model, documents, colorTable, parent},
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11 gridProgram{this}
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12 {
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13 this->setMouseTracking(true);
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14 }
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15
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16 void Canvas::handleSelectionChange(const QSet<ldraw::Id>& selectedIds, const QSet<ldraw::Id>& deselectedIds)
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17 {
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18 Q_ASSERT(not selectedIds.contains(ldraw::NULL_ID));
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19 this->selection.subtract(deselectedIds);
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20 this->selection.unite(selectedIds);
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21 this->compiler->setSelectedObjects(this->selection);
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22 this->update();
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23 }
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24
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25 void Canvas::mouseMoveEvent(QMouseEvent* event)
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26 {
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27 const ldraw::Id id = this->pick(event->pos());
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28 this->highlighted = id;
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29 this->totalMouseMove += (event->pos() - this->lastMousePosition).manhattanLength();
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30 this->worldPosition = this->screenToModelCoordinates(event->pos(), this->gridPlane);
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31 if (this->worldPosition.has_value())
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32 {
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33 /*
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34 * Snap the position to grid. This procedure is basically the "change of basis" and almost follows the
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35 * A⁻¹ × M × A formula which is used to perform a transformation in some other coordinate system, except
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36 * we actually use the inverted matrix first and the regular one last to perform the transformation of
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37 * grid coordinates in our XY coordinate system. Also, we're rounding the coordinates which is obviously
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38 * not a linear transformation, but fits the pattern anyway.
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39 */
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40 // First transform the coordinates to the XY plane...
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41 this->worldPosition = glm::inverse(this->gridMatrix) * glm::vec4{*this->worldPosition, 1};
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42 // Then round the coordinates to integer precision...
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43 this->worldPosition = glm::round(*this->worldPosition);
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44 // And finally transform it back to grid coordinates by transforming it with the
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45 // grid matrix.
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46 this->worldPosition = this->gridMatrix * glm::vec4{*this->worldPosition, 1};
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47 }
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48 /*
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49 if (this->worldPosition.has_value())
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50 {
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51 this->newStatusText("Position: (%1, %2, %3)"_q
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52 .arg(toDouble(this->worldPosition->x))
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53 .arg(toDouble(this->worldPosition->y))
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54 .arg(toDouble(this->worldPosition->z)));
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55 }
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56 else
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57 {
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58 this->newStatusText("Position: <none>"_q);
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59 }
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60 */
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61 // use a relatively high threshold so that we know when the grid is somewhat perpendicular so we can
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62 // automatically change it properly
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63 if (isGridPerpendicularToScreen(0.03f))
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64 {
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65 const glm::vec3 cameraDirection = this->cameraVector();
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66 const glm::vec3 vector_x = glm::normalize(this->gridMatrix * glm::vec4{1, 0, 0, 1});
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67 const glm::vec3 vector_y = glm::normalize(this->gridMatrix * glm::vec4{0, 1, 0, 1});
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68 const float angle_x = std::abs(glm::dot(vector_x, cameraDirection));
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69 const float angle_y = std::abs(glm::dot(vector_y, cameraDirection));
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70 if (angle_x < angle_y)
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71 {
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72 this->newStatusText("rotate by X axis");
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73 this->gridMatrix = glm::rotate(this->gridMatrix, float{M_PI} / 2, glm::vec3{1, 0, 0});
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74 }
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75 else
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76 {
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77 this->newStatusText("rotate by Y axis");
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78 this->gridMatrix = glm::rotate(this->gridMatrix, float{M_PI} / 2, glm::vec3{0, 1, 0});
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79 }
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80 this->updateGridMatrix();
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81 this->update();
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82 }
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83 else
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84 {
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85 this->newStatusText("don't rotate");
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86 }
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87 PartRenderer::mouseMoveEvent(event);
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88 }
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89
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90 void Canvas::mousePressEvent(QMouseEvent* event)
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91 {
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92 this->totalMouseMove = 0;
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93 this->lastMousePosition = event->pos();
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94 PartRenderer::mousePressEvent(event);
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95 }
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96
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97 void Canvas::mouseReleaseEvent(QMouseEvent* event)
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98 {
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99 if (this->totalMouseMove < (2.0 / sqrt(2)) * 5.0)
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100 {
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101 if (this->highlighted == ldraw::NULL_ID)
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102 {
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103 this->selection = {};
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104 }
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105 else
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106 {
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107 this->selection = {this->highlighted};
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108 }
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109 this->compiler->setSelectedObjects(this->selection);
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110 emit selectionChanged(this->selection);
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111 this->update();
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112 }
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113 PartRenderer::mouseReleaseEvent(event);
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114 }
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115
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116 void Canvas::initializeGL()
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117 {
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118 // We first create the grid program and connect everything and only then call the part renderer's initialization
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119 // functions so that when initialization sets up, the signals also set up the matrices on our side.
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120 this->gridProgram.emplace(this);
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121 this->gridProgram->initialize();
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122 connect(this, &PartRenderer::projectionMatrixChanged, [&]()
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123 {
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124 this->gridProgram->setProjectionMatrix(this->projectionMatrix);
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125 });
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126 connect(this, &PartRenderer::modelMatrixChanged, [&]()
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127 {
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128 this->gridProgram->setModelMatrix(this->modelMatrix);
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129 });
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130 connect(this, &PartRenderer::viewMatrixChanged, [&]()
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131 {
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132 this->gridProgram->setViewMatrix(this->viewMatrix);
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133 });
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134 connect(this, &PartRenderer::renderPreferencesChanged, [&]()
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135 {
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136 if (this->gridProgram.has_value())
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137 {
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138 const bool isDark = luma(this->renderPreferences.backgroundColor) < 0.25;
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139 this->gridProgram->setGridColor(isDark ? Qt::white : Qt::black);
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140 }
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141 });
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142 PartRenderer::initializeGL();
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143 /*
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144 this->gridMatrix = glm::mat4{
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145 {-4, 0, 0, 0},
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146 {0, 6.9266, -3.6955, 0},
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147 {0, -16.7222, -1.5307, 0},
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148 {0, -13.273, -9.255, 1},
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149 };
67
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150 */
68
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151 this->gridMatrix = glm::mat4{
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152 {1, 0, 0, 0},
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153 {0, 0, 1, 0},
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154 {0, 1, 0, 0},
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155 {0, 0, 0, 1}
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156 };
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157 this->updateGridMatrix();
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158 }
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159
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160 void Canvas::paintGL()
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161 {
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162 PartRenderer::paintGL();
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163 glEnable(GL_BLEND);
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164 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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165 this->gridProgram->draw();
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166 glDisable(GL_BLEND);
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167 if (this->worldPosition.has_value())
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168 {
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169 QPainter painter{this};
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170 painter.setRenderHint(QPainter::Antialiasing);
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171 painter.setPen(Qt::black);
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172 painter.setBrush(Qt::green);
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173 const QPointF pos = this->modelToScreenCoordinates(*this->worldPosition);
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174 painter.drawEllipse(pos, 5, 5);
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175 painter.setPen(Qt::white);
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176 painter.drawText(pos + QPointF{5, 5}, vectorToString(*this->worldPosition));
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177 }
64
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178 {
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179 QPainter axisPainter{this};
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180 axisPainter.setRenderHint(QPainter::Antialiasing);
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181 axisPainter.setPen(Qt::red);
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182 axisPainter.drawLine(
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183 this->modelToScreenCoordinates({10, 0, 0}),
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184 this->modelToScreenCoordinates({-10, 0, 0}));
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185 axisPainter.setPen(Qt::green);
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186 axisPainter.drawLine(
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187 this->modelToScreenCoordinates({0, 10, 0}),
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188 this->modelToScreenCoordinates({0, -10, 0}));
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189 axisPainter.setPen(Qt::blue);
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190 axisPainter.drawLine(
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191 this->modelToScreenCoordinates({0, 0, 10}),
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192 this->modelToScreenCoordinates({0, 0, -10}));
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193 }
57
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194 }
64
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195
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196 void Canvas::updateGridMatrix()
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197 {
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198 const geom::Triangle triangle {
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199 this->gridMatrix * glm::vec4{0, 0, 0, 1},
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200 this->gridMatrix * glm::vec4{1, 0, 0, 1},
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201 this->gridMatrix * glm::vec4{0, 1, 0, 1},
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202 };
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203 this->gridPlane = geom::planeFromTriangle(triangle);
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204 this->gridProgram->setGridMatrix(this->gridMatrix);
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205 }
66
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206
67
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207 glm::vec3 Canvas::cameraVector() const
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208 {
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209 // Find out where the grid is projected on the screen
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210 const QPoint gridOrigin2d = pointFToPoint(this->modelToScreenCoordinates(this->gridPlane.anchor));
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211 // Find out which direction the camera is looking at the grid origin in 3d
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212 return glm::normalize(this->cameraLine(gridOrigin2d).direction);
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213 }
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214
66
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215 /**
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216 * @brief Calculates if the screen is perpendicular to the current grid
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217 * @return yes no
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218 */
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219 bool Canvas::isGridPerpendicularToScreen(float threshold) const
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220 {
67
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221 const glm::vec3 cameraDirection = this->cameraVector();
66
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222 // Compute the dot product. The parameters given are:
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223 // - the normal of the grid plane, which is the vector from the grid origin perpendicular to the grid
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224 // - the direction of the camera looking at the grid, which is the inverse of the vector from the grid
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225 // origin towards the camera
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226 // If the dot product between these two vectors is 0, the grid normal is perpendicular to the camera vector
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227 // and the grid is perpendicular to the screen.
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228 const float dot = glm::dot(glm::normalize(this->gridPlane.normal), glm::normalize(cameraDirection));
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229 return std::abs(dot) < threshold;
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230 }

mercurial