void ViewPort::glDraw(const Rectangle3R &bbox) const { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Background glBegin(GL_QUADS); glColor3ub(0x25, 0x30, 0x40); glVertex2f(-1, -1); glVertex2f(1, -1); glColor3ub(0x5, 0x5, 0x5); glVertex2f(1, 1); glVertex2f(-1, 1); glEnd(); // Compute "radius" Vector3R dims = bbox.getDimensions(); real radius = dims.x() < dims.y() ? dims.y() : dims.x(); radius = dims.z() < radius ? radius : dims.z(); // Perspective gluPerspective(45, (float)width / height, 1, 100000); // Translate glTranslatef(translation.x() * radius / zoom, translation.y() * radius / zoom, 0); // Scale gluLookAt(0, 0, radius / zoom, 0, 0, 0, 0, 1, 0); glMatrixMode(GL_MODELVIEW); // Rotate glRotated(rotation[0], rotation[1], rotation[2], rotation[3]); // Center Vector3R center = bbox.getCenter(); glTranslatef(-center.x(), -center.y(), -center.z()); // Axes if (axes) { double length = (bbox.getWidth() + bbox.getLength() + bbox.getHeight()) / 3; length *= 0.1; double radius = length / 20; setLighting(true); for (int axis = 0; axis < 3; axis++) for (int up = 0; up < 2; up++) drawAxis(axis, up, length, radius); setLighting(false); } // Bounds if (bounds) { glEnable(GL_LINE_STIPPLE); glLineStipple(1, 0x5555); glLineWidth(1); glColor4f(1, 1, 1, 0.5); // White BoundsView(bbox).draw(); glDisable(GL_LINE_STIPPLE); } }
Workpiece::Workpiece(const Rectangle3R &r) : Rectangle3R(r), center(r.getCenter()) { Vector3R halfDim = r.getDimensions() / 2; halfDim2 = halfDim * halfDim; }