void keypressHandler(unsigned char key, int mouseX, int mouseY) { switch(key) { case 'w': ociste.y += 0.1; break; case 's' : ociste.y -= 0.1; break; case 'a' : ociste.x -= 0.1; break; case 'd' : ociste.x += 0.1; break; case 'q' : ociste.z += 0.1; break; case 'e' : ociste.z -= 0.1; break; case 'm' : moveObj(); break; case 'r' : ociste.x = 0; ociste.y = 0; ociste.z = 5; break; default: cout << "No handler for this key" << endl; } updatePerspective(); glutPostRedisplay(); }
/** * Handles the window resize. * * @param width:int - New window width * @param height:int - New window height */ void reshapeHandler(int w, int h) { width = w; height = h; glViewport(0, 0, width, height); updatePerspective(); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDepthFunc(GL_LESS); }
void PaintPropertyTreeBuilder::buildTreeNodesForChildren( const LayoutObject& object, PaintPropertyTreeBuilderContext& context) { if (!object.isBoxModelObject() && !object.isSVG()) return; updateOverflowClip(object, context); updatePerspective(object, context); updateSvgLocalToBorderBoxTransform(object, context); updateScrollAndScrollTranslation(object, context); updateOutOfFlowContext(object, context); }
Camera::Camera(float ratio): mFovy(70), mNear(1), mFar(10000), mRatio(ratio), mTheta(0), mPhi(0), mZoom(1.f), mHold(false) { updatePerspective(); }
DirectionNode::DirectionNode(){ projectionMatrix = QMatrix4x4(); viewMatrix = QMatrix4x4(); // TODO(bmonkey): Hardcoded values => xml aspect = 1920.0 / 1200.0; fov = 70.0; nearClip = 0.01; farClip = 1000.0; // nearClip = 0.1; // farClip = 10.0; updatePerspective(); }
void WalkmeshWidget::fill(Field *field) { this->walkmesh = field->walkmesh(); this->camera = field->camera(); this->infFile = field->inf(); this->bgFile = field->background(); this->scripts = field->scriptsAndTexts(); this->field = field; this->fieldModels.clear(); if(modelsVisible) { openModels(); } updatePerspective(); resetCamera(); }
void PaintPropertyTreeBuilder::buildTreeNodes(const LayoutObject& object, PaintPropertyTreeBuilderContext& context) { if (!object.isBoxModelObject() && !object.isSVG()) return; object.getMutableForPainting().clearObjectPaintProperties(); deriveBorderBoxFromContainerContext(object, context); updatePaintOffsetTranslation(object, context); updateTransform(object, context); updateEffect(object, context); updateCssClip(object, context); updateLocalBorderBoxContext(object, context); updateScrollbarPaintOffset(object, context); updateOverflowClip(object, context); // TODO(trchen): Insert flattening transform here, as specified by // http://www.w3.org/TR/css3-transforms/#transform-style-property updatePerspective(object, context); updateSvgLocalToBorderBoxTransform(object, context); updateScrollTranslation(object, context); updateOutOfFlowContext(object, context); }
void DirectionNode::setAspect(qreal aspect) { this->aspect = aspect; /* Create our projection matrix with a 45 degree field of view * a width to height ratio of 1 and view from .1 to 100 infront of us */ updatePerspective(); }