Beispiel #1
0
// Move the camera
bool GLC_TsrMover::move(const GLC_UserInput& userInput)
{
	if (!(userInput.normalyzeXTouchCenter() < 0.0) && !(userInput.normalyzeYTouchCenter() < 0.0))
	{
		m_PreviousVector= GLC_Point3d(userInput.normalyzeXTouchCenter(), userInput.normalyzeYTouchCenter(), 0.0);
	}
	else
	{
		qDebug() << "Pas cool";
		if (!userInput.translation().isNull())
		{
			m_PreviousVector= GLC_Vector3d(userInput.translation().getX(), userInput.translation().getY(), 0.0) + m_PreviousVector;			
		}
	}
	
	const double x= m_PreviousVector.x();
	const double y= m_PreviousVector.y();
	//GLC_Point3d center2= m_pViewport->unProject(x * m_pViewport->viewHSize(), y * m_pViewport->viewVSize());
	
	//qDebug() << "touch center= " << x << " , " << y;

	
	if (!qFuzzyCompare(userInput.scaleFactor(), 0))
	{
		GLC_Point dummy(m_pViewport->cameraHandle()->target());
		m_pViewport->setDistMinAndMax(dummy.boundingBox());

		GLC_Point2d nPos= m_pViewport->mapNormalyzeToOpenGLScreen(x, y);
		GLC_Point3d nPos3D(nPos.getX(), nPos.getY(), 1.0);
		GLC_Point3d projected= m_pViewport->compositionMatrix().inverted() * nPos3D;

		m_pViewport->cameraHandle()->zoom(userInput.scaleFactor());

		m_pViewport->setDistMinAndMax(dummy.boundingBox());
		GLC_Point3d projected2= m_pViewport->compositionMatrix().inverted() * nPos3D;
		GLC_Vector3d delta= projected - projected2;
		m_pViewport->cameraHandle()->translate(delta);
	}

	if (!qFuzzyCompare(userInput.rotationAngle(), 0))
	{
		GLC_Point dummy(m_pViewport->cameraHandle()->target());
		m_pViewport->setDistMinAndMax(dummy.boundingBox());

		GLC_Point2d nPos= m_pViewport->mapNormalyzeToOpenGLScreen(x, y);
		GLC_Point3d nPos3D(nPos.getX(), nPos.getY(), 1.0);
		GLC_Point3d center= m_pViewport->compositionMatrix().inverted() * nPos3D;

		GLC_Vector3d axis= m_pViewport->cameraHandle()->forward();

		m_pViewport->cameraHandle()->rotateAround(axis, userInput.rotationAngle(), center);
	}

	if (!userInput.translation().isNull())
	{
		double transX= userInput.translation().getX() * m_pViewport->viewHSize();
		double transY= userInput.translation().getY() * m_pViewport->viewVSize();

		GLC_Vector3d mappedTranslation(-transX, -transY, 0.0);
		// Compute the length of camera's field of view
		const double ChampsVision = m_pViewport->cameraHandle()->distEyeTarget() *  m_pViewport->viewTangent();

		// the side of camera's square is mapped on Vertical length of window
		// Ratio OpenGL/Pixel = dimend GL / dimens Pixel
		const double Ratio= ChampsVision / static_cast<double>(m_pViewport->viewVSize());

		mappedTranslation= mappedTranslation * Ratio;
		m_pViewport->cameraHandle()->pan(mappedTranslation);
	}

	return true;
}
Beispiel #2
0
// Initialized the mover
void GLC_TsrMover::init(const GLC_UserInput& userInput)
{
	m_PreviousVector= GLC_Point3d(userInput.normalyzeXTouchCenter(), userInput.normalyzeYTouchCenter(), 0.0);
}