コード例 #1
0
ファイル: trackball_sdl.cpp プロジェクト: Hao-HUST/NBIS
/* Response to a redraw event: renders the scene */
void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40, width/(float)height, 0.01, 10);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslate( -observerPos );

		track.GetView();
    track.Apply(false);
    glPushMatrix();
    float d=mesh.bbox.Diag();
    glScale(1.5f/d);
    Point3f p = glWrap.m->bbox.Center();
    p[1] = glWrap.m->bbox.min[1];
		glTranslate(-p);	

		// the trimesh drawing calls
		switch(drawMode)
		{
		  case 0: glWrap.Draw<vcg::GLW::DMSmooth,   vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 1: glWrap.Draw<vcg::GLW::DMWire,     vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 2: glWrap.Draw<vcg::GLW::DMFlatWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 3: glWrap.Draw<vcg::GLW::DMHidden,   vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 4: glWrap.Draw<vcg::GLW::DMFlat,     vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  default: break;
		}
    glPopMatrix();
    RenderFloor();
    track.DrawPostApply();
    SDL_GL_SwapBuffers();
}
コード例 #2
0
ファイル: trimesh_sdl.cpp プロジェクト: GuoXinxiao/meshlab
void display(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40, width/(float)height, 0.1, 100);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0,0,5,   0,0,0,   0,1,0);    

    track.center=Point3f(0, 0, 0);
    track.radius= 1;

		track.GetView();
	track.Apply();
    glPushMatrix();
    float d=1.0f/mesh.bbox.Diag();
    glScale(d);
		glTranslate(-glWrap.m->bbox.Center());	

		// the trimesh drawing calls
		switch(drawMode)
		{
		  case 0: glWrap.Draw<vcg::GLW::DMSmooth,   vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 1: glWrap.Draw<vcg::GLW::DMPoints,   vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 2: glWrap.Draw<vcg::GLW::DMWire,     vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 3: glWrap.Draw<vcg::GLW::DMFlatWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 4: glWrap.Draw<vcg::GLW::DMHidden,   vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  case 5: glWrap.Draw<vcg::GLW::DMFlat,     vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
		  default: break;
		}
    glPopMatrix();
    track.DrawPostApply();
    SDL_GL_SwapBuffers();
}
コード例 #3
0
ファイル: glwidget.cpp プロジェクト: HaiJiaoXinHeng/meshlab
void GLWidget::keyReleaseEvent (QKeyEvent * e)
{
  e->ignore ();
  if (e->key () == Qt::Key_Control)  track.ButtonUp (QT2VCG (Qt::NoButton, Qt::ControlModifier));
  if (e->key () == Qt::Key_Shift)  track.ButtonUp (QT2VCG (Qt::NoButton, Qt::ShiftModifier));
  if (e->key () == Qt::Key_Alt) track.ButtonUp (QT2VCG (Qt::NoButton, Qt::AltModifier));
  updateGL ();
}
コード例 #4
0
ファイル: trackball_sdl.cpp プロジェクト: Hao-HUST/NBIS
// - retunrs true if anything changed.
bool onTimer(){
  int res = false;
  if ( track.IsAnimating() ) {
    track.Animate(1000/FPS);
    res = true;
  }
  // insert any other animation processing here
  return res;
}
コード例 #5
0
ファイル: glwidget.cpp プロジェクト: HaiJiaoXinHeng/meshlab
void GLWidget::keyPressEvent (QKeyEvent * e)
{
  e->ignore ();
  if (e->key () == Qt::Key_Control) track.ButtonDown (QT2VCG (Qt::NoButton, Qt::ControlModifier));
  if (e->key () == Qt::Key_Shift)  track.ButtonDown (QT2VCG (Qt::NoButton, Qt::ShiftModifier));
  if (e->key () == Qt::Key_Alt)  track.ButtonDown (QT2VCG (Qt::NoButton, Qt::AltModifier));

  TwKeyPressQt(e);
  updateGL ();
}
コード例 #6
0
ファイル: visualization.cpp プロジェクト: BlueBrain/FlowVR
void ProcessClick(int button, int state, int x, int y){
  if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
     track.MouseDown(x,glutGet(GLUT_WINDOW_HEIGHT)-y,vcg::Trackball::BUTTON_LEFT);
  if(button == GLUT_LEFT_BUTTON && state == GLUT_UP)
     track.MouseUp(x,glutGet(GLUT_WINDOW_HEIGHT)-y,vcg::Trackball::BUTTON_LEFT);
  if (button == 3 && state == GLUT_DOWN) //wheel up
     track.MouseWheel(0.8);
  else if (button == 4 && state == GLUT_DOWN) //wheel down
     track.MouseWheel(-0.8);
}
コード例 #7
0
ファイル: trackball_sdl.cpp プロジェクト: Hao-HUST/NBIS
int main(int argc, char *argv[]) {	
	// Generic loading of the mesh from disk
	if(vcg::tri::io::Importer<CMesh>::Open(mesh,argv[1])!=0) {
      fprintf(stderr,"Error reading file %s\n",argv[1]);
			exit(0);
		}

  // Initialize the mesh itself
	vcg::tri::UpdateBounding<CMesh>::Box(mesh);      // update bounding box
  //vcg::tri::UpdateNormals<CMesh>::PerVertexNormalizePerFaceNormalized(mesh); // update Normals
  vcg::tri::UpdateNormals<CMesh>::PerVertexPerFace(mesh); // update Normals
	
	// Initialize the wrapper
  glWrap.m = &mesh;
  glWrap.Update();
  
  SetTrackball(trackballMode);
  
  // we will do exaclty an animation step every 1000/FPS msecs.
  track.SetFixedTimesteps(true);
	
  initSDL("SDL_minimal_viewer");
  initGL();
  sdlLoop();
	exit(0);
}
コード例 #8
0
ファイル: glwidget.cpp プロジェクト: HaiJiaoXinHeng/meshlab
void GLWidget::mouseMoveEvent (QMouseEvent * e)
{
  if (e->buttons ()) {
    track.MouseMove (e->x (), height () - e->y ());
    updateGL ();
  }
  TwMouseMotion(e->x (), e->y ());
}
コード例 #9
0
ファイル: trackball_sdl.cpp プロジェクト: Hao-HUST/NBIS
/* Sets the trackball in a new mode: 
  standard mode (rotate object in front of camera) 
  or Navigation mode (navigate around/inside object)
*/
void SetTrackball(int mode){
  // we define all possible trackModes that we could be using (static)
	static vcg::PolarMode polarMode;
	static vcg::SphereMode sphereMode;
	static vcg::NavigatorWasdMode navigatorMode;
	static vcg::InactiveMode inactiveMode;
	static vcg::ScaleMode scaleMode;
	static vcg::PanMode panMode;	
	static vcg::ZMode zMode;	
	
	// customize navigation mode... 
	navigatorMode.SetTopSpeedsAndAcc(1.2f,0.6f,6);
	// this adds a neat human stepping effect
	navigatorMode.SetStepOnWalk(0.5f,0.015f);
	
	track.modes.clear();
	track.Reset();
	
  switch (mode) {
  case  1:
    // switch to navigator mode
	  track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
	  track.modes[vcg::Trackball::WHEEL] = 
	  track.modes[vcg::Trackball::BUTTON_LEFT] = 
	  track.idle_and_keys_mode = &navigatorMode;

    track.inactive_mode = NULL; // nothing to draw when inactive
    track.SetPosition( observerPos );
    break;
  default:
    // sweitch to default trackmode -- this is equivalent to a call to track->SetDefault()
    track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
    track.modes[vcg::Trackball::BUTTON_LEFT] = &sphereMode;
    track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_CTRL] = 
    track.modes[vcg::Trackball::BUTTON_MIDDLE] = &panMode;
    track.modes[vcg::Trackball::WHEEL] = 
    track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_SHIFT] = &scaleMode;
    track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_ALT] = &zMode;
    track.modes[vcg::Trackball::BUTTON_MIDDLE | vcg::Trackball::KEY_ALT] = 
	  track.idle_and_keys_mode = &sphereMode;
	  
    track.inactive_mode = &inactiveMode; // draw a sphere when inactive
    track.SetPosition( objectPos );
  }
}
コード例 #10
0
ファイル: trackball_sdl.cpp プロジェクト: Hao-HUST/NBIS
/* The main event Loop */
int sdlLoop() {
  bool quit=false;

  bool redraw_needed = false; // true whan a scene needs a redraw
  
 	SDL_Event event;
	while( !quit ) {

    SDL_WaitEvent(&event);
    switch( event.type ) {
      case SDL_QUIT:  quit = true; break; 
      case SDL_VIDEORESIZE : myReshapeFunc(event.resize.w,event.resize.h); break;
      case SDL_KEYDOWN: 
        switch (event.key.keysym.sym) {
			    case SDLK_ESCAPE: exit(0); break;	
			    case SDLK_F1: drawMode= (drawMode+1)%5; printf("Current Mode %i\n",drawMode); break;	
			    case SDLK_HOME: track.Reset(); break;
          case SDLK_SPACE: 
            trackballMode= (trackballMode+1)%2; printf("Trackball Mode %i\n",drawMode); 
            SetTrackball(trackballMode);
            break;	
          default: track.ButtonDown( SDL2VCG( event.key.keysym.sym) );
			  }
			  redraw_needed = true;
        break;
      case SDL_KEYUP: 
			  track.ButtonUp( SDL2VCG( event.key.keysym.sym) ); break;
      case SDL_MOUSEBUTTONDOWN:   
	      switch(event.button.button) {
          case SDL_BUTTON_WHEELUP:    track.MouseWheel( 1); redraw_needed = true; break;
          case SDL_BUTTON_WHEELDOWN:  track.MouseWheel(-1); redraw_needed = true; break;
          default: track.MouseDown(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;
        } break;
      case SDL_MOUSEBUTTONUP:   
        track.MouseUp(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;       
        break;
      case SDL_MOUSEMOTION: 
	      while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
	      track.MouseMove(event.button.x, (height - event.button.y));
 			  redraw_needed = true;
	      break;
	    case SDL_TIMER:
        if (onTimer())  redraw_needed = true;
        if (redraw_needed) sendRedraw(); // justs sends a redraw event!
 			  redraw_needed = false;
        break;
      case SDL_VIDEOEXPOSE:
        // any rendering is done ONLY here.
		    display();
		    drainRedrawEvents();
		    break;
      default: break;
      }

	}

  SDL_Quit();
  return -1;
}
コード例 #11
0
ファイル: glwidget.cpp プロジェクト: HaiJiaoXinHeng/meshlab
void GLWidget::mousePressEvent (QMouseEvent * e)
{
  if(!TwMousePressQt(e))
  {
  e->accept ();
  setFocus ();
  track.MouseDown (e->x (), height () - e->y (), QT2VCG (e->button (), e->modifiers ()));
  }
  updateGL ();
}
コード例 #12
0
ファイル: Common.cpp プロジェクト: alaindomissy/nanoengineer
Point3f getDirFromTrackball(vcg::Trackball &tb){
  glPushMatrix();
  gluLookAt(1,-3,-5,   0,0,0,   0,1,0);    

  tb.center=Point3f(0, 0, 0);
  tb.radius= 1;
  
	tb.GetView();
  tb.Apply(false);

  float pos[4]={0.0f,0.0f,-1.0f,0.0f};
  float d[16];
  glGetFloatv(GL_MODELVIEW_MATRIX,d);
  glPopMatrix();
  
  Point3f res(-d[8],-d[9],-d[10]);
  res.Normalize();
  return res;

}
コード例 #13
0
ファイル: Common.cpp プロジェクト: alaindomissy/nanoengineer
void drawLightDir()
{
	glPushMatrix();
	lightTrack.GetView();
  lightTrack.Apply(false);
#if 0
    glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT);
	glColor3f(1,1,0);
    glDisable(GL_LIGHTING);
    const int lineNum=3;
	glBegin(GL_LINES);
    for(unsigned int i=0;i<=lineNum;++i)
      for(unsigned int j=0;j<=lineNum;++j) {
        glVertex3f(-1.0f+i*2.0/lineNum,-1.0f+j*2.0/lineNum,-2);
        glVertex3f(-1.0f+i*2.0/lineNum,-1.0f+j*2.0/lineNum, 2);
      }
	glEnd();
    glPopAttrib();
#endif
    
	glPopMatrix();
}
コード例 #14
0
ファイル: glwidget.cpp プロジェクト: HaiJiaoXinHeng/meshlab
void GLWidget::paintGL ()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(40, GLWidget::width()/(float)GLWidget::height(), 0.1, 100);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0,0,3.5f,   0,0,0,   0,1,0);
    track.center=vcg::Point3f(0, 0, 0);
    track.radius= 1;
    track.GetView();
    glPushMatrix();
    track.Apply(false);
    glPushMatrix();
    if(mesh.vert.size()>0)
    {
      vcg::glScale(2.0f/mesh.bbox.Diag());
      glTranslate(-mesh.bbox.Center());
      glWrap.Draw(GLW::DrawMode(drawmode),GLW::CMNone,GLW::TMNone);
    }
    glPopMatrix();
    track.DrawPostApply();
    glPopMatrix();
    if(hasToPick)
    {
      hasToPick=false;
      Point3f pp;
      if(Pick<Point3f>(pointToPick[0],pointToPick[1],pp))
      {
        track.Translate(-pp);
        track.Scale(1.25f);
        QCursor::setPos(mapToGlobal(QPoint(width()/2+2,height()/2+2)));
      }
    }
    TwDraw();
}
コード例 #15
0
ファイル: trimesh_sdl.cpp プロジェクト: GuoXinxiao/meshlab
// The Event Loop Processor
int sdl_idle() {
  bool quit=false;
 	SDL_Event event;
	while( !quit ) {  
    SDL_WaitEvent(&event);
    switch( event.type ) {
      case SDL_QUIT:  quit = true; break; 
      case SDL_VIDEORESIZE : 			myReshapeFunc(event.resize.w,event.resize.h); 			break;
      case SDL_KEYDOWN:                                        
			  switch(event.key.keysym.sym) {
			    case SDLK_RCTRL:
			    case SDLK_LCTRL: track.ButtonDown(vcg::Trackball::KEY_CTRL); break;
			    case SDLK_q: exit(0); break;	
			    case SDLK_SPACE: drawMode=((drawMode+1)%6); printf("Current Mode %i\n",drawMode); break;	
			  }  break;
      case SDL_KEYUP: 
			  switch(event.key.keysym.sym) {
			    case SDLK_RCTRL:
			    case SDLK_LCTRL: track.ButtonUp(vcg::Trackball::KEY_CTRL); break;
			  }	break;
      case SDL_MOUSEBUTTONDOWN:   
	      switch(event.button.button) {
          case SDL_BUTTON_WHEELUP:    track.MouseWheel( 1); break;
          case SDL_BUTTON_WHEELDOWN:  track.MouseWheel(-1); break;
          case SDL_BUTTON_LEFT:	      track.MouseDown(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_LEFT); break;
          case SDL_BUTTON_RIGHT:	    track.MouseDown(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_RIGHT);break;
        } break;
      case SDL_MOUSEBUTTONUP:          
	      switch(event.button.button) {
          case SDL_BUTTON_LEFT:	      track.MouseUp(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_LEFT); break;
          case SDL_BUTTON_RIGHT:	    track.MouseUp(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_RIGHT);break;
        } break;
      case SDL_MOUSEMOTION: 
	      while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
	      track.MouseMove(event.button.x, (height - event.button.y));
	      break;  
      case SDL_VIDEOEXPOSE:
      default: break;
      }
		display();
	}

  SDL_Quit();
  return -1;
}
コード例 #16
0
ファイル: visualization.cpp プロジェクト: BlueBrain/FlowVR
void ProcessActiveMouseMotion(int x, int y){
  track.MouseMove(x,glutGet(GLUT_WINDOW_HEIGHT)-y);
}
コード例 #17
0
ファイル: Common.cpp プロジェクト: alaindomissy/nanoengineer
void drawFrame() {
  
    cgSettings.MakeShaders();
    
    if (mol.DoingAO()) {
      // do at least one more step per rendering
      mol.PrepareAOstep(1);
      // continue until decent
      while (!mol.DecentAO()) mol.PrepareAOstep(1);  
    }

    /*if (cgSettings.UseHalo()>0) {
      // write depth in HaloTexture
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, haloFrame);
    } else {
      // write depth in depthbuffer
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
    }*/
  
  
  mainCanvas.SetAsOutput();
    
  if (cgSettings.doingAlphaSnapshot)    
    glClearColor( cgSettings.P_halo_col, cgSettings.P_halo_col, cgSettings.P_halo_col, 0.0f);
  else
    glClearColor( cgSettings.P_bg_color_R, cgSettings.P_bg_color_G, cgSettings.P_bg_color_B, 0.0f);

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
  
  
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  
  
  Point3f lightDir;
  
  if  ( cgSettings.P_sem_effect  // fixed light dir sem effect
//    || mol.sticks               // quick Hack: fixed light dir when bonds
    )
    lightDir= Point3f(0,0,1);
  else 
    lightDir=getDirFromTrackball(lightTrack);
    
  setLightDir( lightDir );

//  gluLookAt(0,0,-3,   0,0,0,   0,1,0);    original
//  gluLookAt(0,0,-3,   0,0,0,   0,1,0);    ok for tra

    if (mol.hasDefaultView())
        gluLookAt(0,0, 40,   0,0,0,   0,1,0);
    else
        gluLookAt(0,0,-40,   0,0,0,   0,1,0);
        
    if(MovingLightMode)
        drawLightDir();
    glColor3f(1,1,1);

    if (mol.hasDefaultView()) {
        float angle, axisX, axisY, axisZ;
        mol.getDefaultViewRotation(&angle, &axisX, &axisY, &axisZ);
        glRotatef(angle, axisX, axisY, axisZ);
    }


  if (1) {
    
    //track.center=Point3f(0, 0, 0);
    //track.radius= 1;
    //setProjection();

    if (aniStep>=0) // BH: Doesn't normally seem to be aniStep>=0
    {
      double extraRot=360.0*aniStep;
      
      // set extra rotation for GIF animation:
      switch (hardSettings.GIF_ANIMATION_MODE) {
       default:
       case 0: 
        glRotated(-hardSettings.GIF_ROT_SIDEVIEW_ANGLE,1,0,0);
        glRotated(extraRot,0,1,0);
        break;
       case 1:
        glRotated(-extraRot,0,0,1);
        glRotated(hardSettings.GIF_INSP_ANGLE,0,1,0);
        glRotated(extraRot,0,0,1);
        break;
       case 2:{
        double substep[6];
        for (int i=0; i<6; i++) {
          substep[i]=(aniStep*6-i)*90.0;
          if (substep[i]<0) substep[i]=0;
          if (substep[i]>90.0) substep[i]=90.0;
        }
        glRotated(-substep[5], 1,0,0);
        glRotated(-substep[4], 0,1,0);
        glRotated(-substep[3], 0,1,0);
        glRotated(-substep[2], 1,0,0);
        glRotated(-substep[1], 0,1,0);
        glRotated(-substep[0], 0,1,0);
        }break;
      }
    }

    setProjection( mainCanvas.GetVideoSize() );
    track.GetView();
    track.Apply(false); // Set to true to see the trackball itself.
    setProjection( mainCanvas.GetSoftRes() );
    
    if (cgSettings.P_use_shadowmap()) {
      shadowmap.computeAsTexture( getGlLightPos() , cgSettings.do_use_doubleshadow(), shadowmapCanvas);
      //shadowmap.computeAsTexture( Point3f(0,1,0) );
    }

    cgSettings.BindShaders();

    glEnable(GL_TEXTURE_2D);
    //glBindTexture(GL_TEXTURE_2D, molTexture);

    glActiveTextureARB(GL_TEXTURE1_ARB); 
    shadowmapCanvas.SetAsTexture();

    mol.Draw();
    //  shadowmap.m.DrawShadowmap(false);
  
    glDisable(GL_VERTEX_PROGRAM_ARB);
    glDisable(GL_FRAGMENT_PROGRAM_ARB);
    glDisable(GL_BLEND);
    
    if (cgSettings.UseHalo()>0) mol.DrawHalos();
  }

}
コード例 #18
0
ファイル: visualization.cpp プロジェクト: BlueBrain/FlowVR
// Draw prime numbers pattern :
void DisplayFunc()
{
  float zoom;
  float X, Y;
  unsigned int primeNumberCounter;

  PreDisplay();

  zoom = 1.0f / (greatestPrimeNumber+1.0f);
  primeNumberCounter = 0;
  
  glPointSize(3.f);

  int nbParticlesLeft = 0;
  std::vector<float> currentColor;
  int currentIndex = 0;
  std::map<int, std::vector<float> >::iterator it;

  if(previousNbPositions > 0){
      it = tableColorProducer.find(currentMessageTrace.at(currentIndex));
     nbParticlesLeft = currentMessageTrace.at(currentIndex+1);
  }

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(60.0,(GLfloat)glutGet(GLUT_WINDOW_WIDTH) / (GLfloat)glutGet(GLUT_WINDOW_HEIGHT), 1.0, 2000.0);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt(0,0,5,   0,0,0,   0,1,0);

  track.center=vcg::Point3f(0, 0, 0);
  track.radius= 1;
  track.GetView();
  track.Apply(false);

  glPushMatrix();
  float d=2.0f/(sqrt(dx*dx + dy*dy + dz*dz));
  glScalef(d,d,d);

  glTranslatef(-cx,-cy,-cz);

  glBegin(GL_POINTS);

  
  for(unsigned int i = 0; i < previousNbPositions; i++){
	if(it != tableColorProducer.end())
	   glColor3f(it->second.at(0),it->second.at(1),it->second.at(2));
	else
	   glColor3f(1.f,1.f,1.f);
	glVertex3d(positions[i * 3],positions[i * 3 + 1],positions[ i * 3 + 2]);
	glColor3f(1.f,1.f,1.f);

        nbParticlesLeft--;
        if(nbParticlesLeft <= 0 && currentIndex <( (int)(currentMessageTrace.size()) - 2)){
           currentIndex+=2;
	   it = tableColorProducer.find(currentMessageTrace.at(currentIndex));
           nbParticlesLeft = currentMessageTrace.at(currentIndex+1);
	}
  }

  glEnd();

  DrawSimulationArea();

  glPopMatrix();
  track.DrawPostApply();

  PostDisplay();
}
コード例 #19
0
ファイル: glwidget.cpp プロジェクト: HaiJiaoXinHeng/meshlab
void GLWidget::wheelEvent (QWheelEvent * e)
{
  const int WHEEL_STEP = 120;
  track.MouseWheel (e->delta () / float (WHEEL_STEP), QTWheel2VCG (e->modifiers ()));
  updateGL ();
}
コード例 #20
0
ファイル: glwidget.cpp プロジェクト: HaiJiaoXinHeng/meshlab
void GLWidget::mouseReleaseEvent (QMouseEvent * e)
{
  track.MouseUp (e->x (), height () - e->y (), QT2VCG (e->button (), e->modifiers ()));
  TwMouseReleaseQt(e);
  updateGL ();
}