Exemplo n.º 1
0
void QDeclarativeAnchorsPrivate::centerInChanged()
{
    Q_Q(QDeclarativeAnchors);
    if (!centerIn || fill || !isItemComplete())
        return;

    if (updatingCenterIn < 2) {
        ++updatingCenterIn;

        qreal effectiveHCenterOffset = q->mirrored() ? -hCenterOffset : hCenterOffset;
        if (centerIn == item->parentItem()) {
            QPointF p(hcenter(item->parentItem()) - hcenter(item) + effectiveHCenterOffset,
                      vcenter(item->parentItem()) - vcenter(item) + vCenterOffset);
            setItemPos(p);

        } else if (centerIn->parentItem() == item->parentItem()) {
            QPointF p(centerIn->x() + hcenter(centerIn) - hcenter(item) + effectiveHCenterOffset,
                      centerIn->y() + vcenter(centerIn) - vcenter(item) + vCenterOffset);
            setItemPos(p);
        }

        --updatingCenterIn;
    } else {
        // ### Make this certain :)
        qmlInfo(item) << QDeclarativeAnchors::tr("Possible anchor loop detected on centerIn.");
    }
}
Exemplo n.º 2
0
//### const item?
//local position
static qreal position(QGraphicsObject *item, QDeclarativeAnchorLine::AnchorLine anchorLine)
{
    qreal ret = 0.0;
    QGraphicsItemPrivate *d = QGraphicsItemPrivate::get(item);
    switch(anchorLine) {
    case QDeclarativeAnchorLine::Left:
        ret = item->x();
        break;
    case QDeclarativeAnchorLine::Right:
        ret = item->x() + d->width();
        break;
    case QDeclarativeAnchorLine::Top:
        ret = item->y();
        break;
    case QDeclarativeAnchorLine::Bottom:
        ret = item->y() + d->height();
        break;
    case QDeclarativeAnchorLine::HCenter:
        ret = item->x() + hcenter(item);
        break;
    case QDeclarativeAnchorLine::VCenter:
        ret = item->y() + vcenter(item);
        break;
    case QDeclarativeAnchorLine::Baseline:
        if (d->isDeclarativeItem)
            ret = item->y() + static_cast<QDeclarativeItem*>(item)->baselineOffset();
        break;
    default:
        break;
    }

    return ret;
}
Exemplo n.º 3
0
//### const item?
//local position
static qreal position(QSGItem *item, QSGAnchorLine::AnchorLine anchorLine)
{
    qreal ret = 0.0;
    switch(anchorLine) {
    case QSGAnchorLine::Left:
        ret = item->x();
        break;
    case QSGAnchorLine::Right:
        ret = item->x() + item->width();
        break;
    case QSGAnchorLine::Top:
        ret = item->y();
        break;
    case QSGAnchorLine::Bottom:
        ret = item->y() + item->height();
        break;
    case QSGAnchorLine::HCenter:
        ret = item->x() + hcenter(item);
        break;
    case QSGAnchorLine::VCenter:
        ret = item->y() + vcenter(item);
        break;
    case QSGAnchorLine::Baseline:
        ret = item->y() + item->baselineOffset();
        break;
    default:
        break;
    }

    return ret;
}
Exemplo n.º 4
0
void TouchTracker::Calibrator::makeDefaultTemplate()
{
	mDefaultTemplate.setDims (kTemplateSize, kTemplateSize);
		
	int w = mDefaultTemplate.getWidth();
	int h = mDefaultTemplate.getHeight();
	Vec2 vcenter(h/2.f, w/2.f);
	
	// default scale -- not important because we want to calibrate.
	Vec2 vscale(3.5, 3.);	 
	
	for(int j=0; j<h; ++j)
	{
		for(int i=0; i<w; ++i)
		{
			Vec2 vdistance = Vec2(i + 0.5f, j + 0.5f) - vcenter;
			vdistance /= vscale;
			float d = clamp(vdistance.magnitude(), 0.f, 1.f);
			mDefaultTemplate(i, j) = 1.0*(1.0f - d);
		}
	}
}
Exemplo n.º 5
0
void QDeclarativeAnchorsPrivate::updateVerticalAnchors()
{
    if (fill || centerIn || !isItemComplete())
        return;

    if (updatingVerticalAnchor < 2) {
        ++updatingVerticalAnchor;
        QGraphicsItemPrivate *itemPrivate = QGraphicsItemPrivate::get(item);
        if (usedAnchors & QDeclarativeAnchors::TopAnchor) {
            //Handle stretching
            bool invalid = true;
            qreal height = 0.0;
            if (usedAnchors & QDeclarativeAnchors::BottomAnchor) {
                invalid = calcStretch(top, bottom, topMargin, -bottomMargin, QDeclarativeAnchorLine::Top, height);
            } else if (usedAnchors & QDeclarativeAnchors::VCenterAnchor) {
                invalid = calcStretch(top, vCenter, topMargin, vCenterOffset, QDeclarativeAnchorLine::Top, height);
                height *= 2;
            }
            if (!invalid)
                setItemHeight(height);

            //Handle top
            if (top.item == item->parentItem()) {
                setItemY(adjustedPosition(top.item, top.anchorLine) + topMargin);
            } else if (top.item->parentItem() == item->parentItem()) {
                setItemY(position(top.item, top.anchorLine) + topMargin);
            }
        } else if (usedAnchors & QDeclarativeAnchors::BottomAnchor) {
            //Handle stretching (top + bottom case is handled above)
            if (usedAnchors & QDeclarativeAnchors::VCenterAnchor) {
                qreal height = 0.0;
                bool invalid = calcStretch(vCenter, bottom, vCenterOffset, -bottomMargin,
                                              QDeclarativeAnchorLine::Top, height);
                if (!invalid)
                    setItemHeight(height*2);
            }

            //Handle bottom
            if (bottom.item == item->parentItem()) {
                setItemY(adjustedPosition(bottom.item, bottom.anchorLine) - itemPrivate->height() - bottomMargin);
            } else if (bottom.item->parentItem() == item->parentItem()) {
                setItemY(position(bottom.item, bottom.anchorLine) - itemPrivate->height() - bottomMargin);
            }
        } else if (usedAnchors & QDeclarativeAnchors::VCenterAnchor) {
            //(stetching handled above)

            //Handle vCenter
            if (vCenter.item == item->parentItem()) {
                setItemY(adjustedPosition(vCenter.item, vCenter.anchorLine)
                              - vcenter(item) + vCenterOffset);
            } else if (vCenter.item->parentItem() == item->parentItem()) {
                setItemY(position(vCenter.item, vCenter.anchorLine) - vcenter(item) + vCenterOffset);
            }
        } else if (usedAnchors & QDeclarativeAnchors::BaselineAnchor) {
            //Handle baseline
            if (baseline.item == item->parentItem()) {
                if (itemPrivate->isDeclarativeItem)
                    setItemY(adjustedPosition(baseline.item, baseline.anchorLine)
                        - static_cast<QDeclarativeItem *>(item)->baselineOffset() + baselineOffset);
            } else if (baseline.item->parentItem() == item->parentItem()) {
                if (itemPrivate->isDeclarativeItem)
                    setItemY(position(baseline.item, baseline.anchorLine)
                        - static_cast<QDeclarativeItem *>(item)->baselineOffset() + baselineOffset);
            }
        }
        --updatingVerticalAnchor;
    } else {
        // ### Make this certain :)
        qmlInfo(item) << QDeclarativeAnchors::tr("Possible anchor loop detected on vertical anchor.");
    }
}
Exemplo n.º 6
0
/** Drawing main scene and bounding box
 */
inline void drawScene()
{
	//       [7]----[6]
	//      / |     /|
	//    [3]----[2] |
	//     | [4]--|-[5]
	//     | /    | /
	//    [0]----[1]
	Vector3D vcenter(0,0,0);
	Vector3D vbox[8];
	float s_v = 1 /(simulationScale);// = 1 m in simulation
	float order = 0;
	while(s_v >= 1){
		s_v /= 10;
		if(s_v < 1)
		{
			s_v *= 10;
			break;
		}
		++order;
	}
	vbox[0] = Vector3D(localConfig->xmin,localConfig->ymin,localConfig->zmin);
	vbox[1] = Vector3D(localConfig->xmax,localConfig->ymin,localConfig->zmin);
	vbox[2] = Vector3D(localConfig->xmax,localConfig->ymax,localConfig->zmin);
	vbox[3] = Vector3D(localConfig->xmin,localConfig->ymax,localConfig->zmin);
	vbox[4] = Vector3D(localConfig->xmin,localConfig->ymin,localConfig->zmax);
	vbox[5] = Vector3D(localConfig->xmax,localConfig->ymin,localConfig->zmax);
	vbox[6] = Vector3D(localConfig->xmax,localConfig->ymax,localConfig->zmax);
	vbox[7] = Vector3D(localConfig->xmin,localConfig->ymax,localConfig->zmax);
	// Display user interface if enabled
	bool displayInfos = true;
    if (displayInfos)
    {
        glDisable(GL_DEPTH_TEST);
        glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); // invert color
        glEnable(GL_BLEND);
        renderInfo(0, 0);
        glDisable(GL_BLEND);
        glEnable(GL_DEPTH_TEST);
    }
	glBegin(GL_LINES);
	sc *=10;
	glColor3ub(255, 0, 0);
	glVertex3d(vcenter.x,vcenter.y,vcenter.z);
	glVertex3d(vcenter.x+sc,vcenter.y,vcenter.z);
	glColor3ub(0,255, 0);
	glVertex3d(vcenter.x,vcenter.y,vcenter.z);
	glVertex3d(vcenter.x,vcenter.y+sc,vcenter.z);
	glColor3ub(0, 0, 255);
	glVertex3d(vcenter.x,vcenter.y,vcenter.z);
	glVertex3d(vcenter.x,vcenter.y,vcenter.z+sc);
	sc /=10;
	vcenter = Vector3D(-(localConfig->xmin+localConfig->xmax)/2,-(localConfig->ymin+localConfig->ymax)/2,-(localConfig->zmin+localConfig->zmax)/2);
	vcenter *= sc;
	Vector3D v1,v2,v3,v4,v5,v6,v7,v8;
	v1 = Vector3D( -localConfig->xmax/2, -localConfig->ymax/2, -localConfig->zmax/2)*sc;
	v2 = Vector3D(  localConfig->xmax/2, -localConfig->ymax/2, -localConfig->zmax/2)*sc;
	v3 = Vector3D(  localConfig->xmax/2,  localConfig->ymax/2, -localConfig->zmax/2)*sc;
	v4 = Vector3D( -localConfig->xmax/2,  localConfig->ymax/2, -localConfig->zmax/2)*sc;
	v5 = Vector3D( -localConfig->xmax/2, -localConfig->ymax/2,  localConfig->zmax/2)*sc;
	v6 = Vector3D(  localConfig->xmax/2, -localConfig->ymax/2,  localConfig->zmax/2)*sc;
	v7 = Vector3D(  localConfig->xmax/2,  localConfig->ymax/2,  localConfig->zmax/2)*sc;
	v8 = Vector3D( -localConfig->xmax/2,  localConfig->ymax/2,  localConfig->zmax/2)*sc;
	glColor3ub(255,255,255);//yellow
	glVertex3d(v1.x,v1.y,v1.z);
	glVertex3d(v2.x,v2.y,v2.z);


	glColor3ub(255,255,255);//yellow
	glVertex3d(v2.x,v2.y,v2.z);
	glVertex3d(v3.x,v3.y,v3.z);

	glVertex3d(v3.x,v3.y,v3.z);
	glVertex3d(v4.x,v4.y,v4.z);

	glVertex3d(v4.x,v4.y,v4.z); //glColor3ub(0,255,0);//green
	glVertex3d(v1.x,v1.y,v1.z);

	//glColor3ub(0,0,255);//blue
	glVertex3d(v1.x,v1.y,v1.z); //glColor3ub(255,255,0);//yellow
	glVertex3d(v5.x,v5.y,v5.z);

	glVertex3d(v2.x,v2.y,v2.z);
	glVertex3d(v6.x,v6.y,v6.z);

	glVertex3d(v3.x,v3.y,v3.z);
	glVertex3d(v7.x,v7.y,v7.z);

	glVertex3d(v4.x,v4.y,v4.z);
	glVertex3d(v8.x,v8.y,v8.z);

	glVertex3d(v5.x,v5.y,v5.z);
	glVertex3d(v6.x,v6.y,v6.z);

	glVertex3d(v6.x,v6.y,v6.z);
	glVertex3d(v7.x,v7.y,v7.z);

	glVertex3d(v7.x,v7.y,v7.z);
	glVertex3d(v8.x + s_v*sc,v8.y,v8.z);

	glVertex3d(v8.x,v8.y,v8.z);
	glVertex3d(v5.x,v5.y,v5.z);
	glEnd();
	//
	glBegin(GL_LINES);
	glColor3ub(0,0,0);//black


	Vector3D v_s = Vector3D(  -localConfig->xmax/2 + s_v,  localConfig->ymax/2,  localConfig->zmax/2)*sc;
	glVertex3d(v_s.x, v_s.y, v_s.z);
	glVertex3d(v_s.x, v_s.y - 0.5f * sc , v_s.z);
	glLineWidth((GLfloat)10.0);
	glVertex3d( v8.x,  v8.y,  v8.z);
	glVertex3d(v_s.x, v_s.y, v_s.z);

	glEnd();
	glLineWidth((GLfloat)1.0);
	void * m_font = GLUT_BITMAP_8_BY_13;
	std::stringstream ss;
	std::string s;
	ss << order;
	s = "1E-" + ss.str() + "m";
	glPrint3D( (float)v8.x + 0.4f*sc , (float)v8.y - 2.f * sc, (float)v8.z, "0", m_font);
	glPrint3D( (float)v_s.x , (float)v_s.y - 2.f * sc, (float)v_s.z, s.c_str(), m_font);
	ss.str("");
	while(v_s.x < localConfig->xmax/2*sc){
		v_s.x += s_v * sc;
		if(v_s.x < localConfig->xmax/2*sc){
			glBegin(GL_LINES);
				glVertex3d(v_s.x, v_s.y, v_s.z);
				glVertex3d(v_s.x, v_s.y - 0.5f * sc , v_s.z);
			glEnd();
		}
	}
}
Exemplo n.º 7
0
 void layout(center, cell & x)
 {
     layout(hcenter(), x);
     layout(vcenter(), x);
 }
void display(void)
{
    helper->refreshTime();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    Vector3D vcenter(0,0,0);
    Vector3D vbox[8];

    //       [7]----[6]
    //      / |     /|
    //    [3]----[2] |
    //     | [4]--|-[5]
    //     | /    | /
    //    [0]----[1]

    vbox[0] = Vector3D(XMIN,YMIN,ZMIN);
    vbox[1] = Vector3D(XMAX,YMIN,ZMIN);
    vbox[2] = Vector3D(XMAX,YMAX,ZMIN);
    vbox[3] = Vector3D(XMIN,YMAX,ZMIN);
    vbox[4] = Vector3D(XMIN,YMIN,ZMAX);
    vbox[5] = Vector3D(XMAX,YMIN,ZMAX);
    vbox[6] = Vector3D(XMAX,YMAX,ZMAX);
    vbox[7] = Vector3D(XMIN,YMAX,ZMAX);
    glBegin(GL_LINES);
    sc *=10;
    glColor3ub(255, 0, 0);
    glVertex3d(vcenter.x,vcenter.y,vcenter.z);
    glVertex3d(vcenter.x+sc,vcenter.y,vcenter.z);
    glColor3ub(0,255, 0);
    glVertex3d(vcenter.x,vcenter.y,vcenter.z);
    glVertex3d(vcenter.x,vcenter.y+sc,vcenter.z);
    glColor3ub(0, 0, 255);
    glVertex3d(vcenter.x,vcenter.y,vcenter.z);
    glVertex3d(vcenter.x,vcenter.y,vcenter.z+sc);
    sc /=10;
    vcenter = Vector3D(-(XMIN+XMAX)/2,-(YMIN+YMAX)/2,-(ZMIN+ZMAX)/2);
    vcenter *= sc;
    Vector3D v1,v2,v3,v4,v5,v6,v7,v8;
    v1 = Vector3D( -XMAX/2, -YMAX/2, -ZMAX/2)*sc;
    v2 = Vector3D(  XMAX/2, -YMAX/2, -ZMAX/2)*sc;
    v3 = Vector3D(  XMAX/2,  YMAX/2, -ZMAX/2)*sc;
    v4 = Vector3D( -XMAX/2,  YMAX/2, -ZMAX/2)*sc;
    v5 = Vector3D( -XMAX/2, -YMAX/2,  ZMAX/2)*sc;
    v6 = Vector3D(  XMAX/2, -YMAX/2,  ZMAX/2)*sc;
    v7 = Vector3D(  XMAX/2,  YMAX/2,  ZMAX/2)*sc;
    v8 = Vector3D( -XMAX/2,  YMAX/2,  ZMAX/2)*sc;
    glColor3ub(255,255,255);//yellow
    glVertex3d(v1.x,v1.y,v1.z);
    glVertex3d(v2.x,v2.y,v2.z);

    glVertex3d(v2.x,v2.y,v2.z);
    glVertex3d(v3.x,v3.y,v3.z);

    glVertex3d(v3.x,v3.y,v3.z);
    glVertex3d(v4.x,v4.y,v4.z);

    glVertex3d(v4.x,v4.y,v4.z); //glColor3ub(0,255,0);//green
    glVertex3d(v1.x,v1.y,v1.z);

    //glColor3ub(0,0,255);//blue
    glVertex3d(v1.x,v1.y,v1.z); //glColor3ub(255,255,0);//yellow
    glVertex3d(v5.x,v5.y,v5.z);

    glVertex3d(v2.x,v2.y,v2.z);
    glVertex3d(v6.x,v6.y,v6.z);

    glVertex3d(v3.x,v3.y,v3.z);
    glVertex3d(v7.x,v7.y,v7.z);

    glVertex3d(v4.x,v4.y,v4.z);
    glVertex3d(v8.x,v8.y,v8.z);

    glVertex3d(v5.x,v5.y,v5.z);
    glVertex3d(v6.x,v6.y,v6.z);

    glVertex3d(v6.x,v6.y,v6.z);
    glVertex3d(v7.x,v7.y,v7.z);

    glVertex3d(v7.x,v7.y,v7.z);
    glVertex3d(v8.x,v8.y,v8.z);

    glVertex3d(v8.x,v8.y,v8.z);
    glVertex3d(v5.x,v5.y,v5.z);

    glEnd();

    //glColor3ub(255,255,255);//yellow
    p_indexb = fluid_simulation->getParticleIndexBuffer();
    int pib;
    for(int i=0; i<PARTICLE_COUNT; i++)
    {
        pib = p_indexb[2*i + 1];
        p_indexb[2*pib + 0] = i;
    }
    glPointSize(3.f);
    glBegin(GL_POINTS);
    p_b = fluid_simulation->getPositionBuffer();
    d_b = fluid_simulation->getDensityBuffer();
    float dc, rho;
    for(int i = 0; i<PARTICLE_COUNT; i++)
    {
        rho = d_b[ p_indexb[ i * 2 + 0 ] ];
        if( rho < 0 ) rho = 0;
        if( rho > 2 * rho0) rho = 2 * rho0;
        dc = 100.0 * ( rho - rho0 ) / rho0 ;
        if(dc>1.f) dc = 1.f;
        //  R   G   B
        glColor4f(  0,  0,  1, 1.0f);//blue
        if( (dc=100*(rho-rho0*1.00f)/rho0) >0 )	glColor4f(   0,  dc,   1,1.0f);//cyan
        if( (dc=100*(rho-rho0*1.01f)/rho0) >0 )	glColor4f(   0,   1,1-dc,1.0f);//green
        if( (dc=100*(rho-rho0*1.02f)/rho0) >0 )	glColor4f(  dc,   1,   0,1.0f);//yellow
        if( (dc=100*(rho-rho0*1.03f)/rho0) >0 )	glColor4f(   1,1-dc,   0,1.0f);//red
        if( (dc=100*(rho-rho0*1.04f)/rho0) >0 )	glColor4f(   1,   0,   0,1.0f);
        if((int)p_b[i*4 + 3] != BOUNDARY_PARTICLE) {
            glBegin(GL_POINTS);
            if((int)p_b[i*4+3]==2) glColor4f(   1,   1,   0,  1.0f);
            glVertex3f( (p_b[i*4]-XMAX/2)*sc , (p_b[i*4+1]-YMAX/2)*sc, (p_b[i*4+2]-ZMAX/2)*sc );
            glEnd();
        }
    }
    glEnd();
    glutSwapBuffers();
    helper->watch_report("graphics: \t\t%9.3f ms\n====================================\n");
    renderTime = helper->get_elepasedTime();
    totalTime += calculationTime + renderTime;
    calculateFPS();
}