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nuclear@78
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1 #include <stdio.h>
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2 #include <map>
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3 #include "opengl.h"
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4 #include <QtOpenGL/QtOpenGL>
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5 #include <vmath/vmath.h>
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6 #include "goatview.h"
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7 #include "goat3d.h"
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8
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9 static void draw_node(goat3d_node *node);
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10 static void draw_mesh(goat3d_mesh *mesh);
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11
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12 goat3d *scene;
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13 static SceneModel *sdata;
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14
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15 static long anim_time;
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16 static float cam_theta, cam_phi, cam_dist = 8;
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17 static float fov = 60.0;
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18 static bool use_nodes = true;
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19 static bool use_lighting = true;
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20
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21
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22 GoatView::GoatView()
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23 {
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24 glview = 0;
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25 scene_model = 0;
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26
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27 QSettings settings;
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28 resize(settings.value("main/size", QSize(1024, 768)).toSize());
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29 move(settings.value("main/pos", QPoint(100, 100)).toPoint());
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30 use_nodes = settings.value("use_nodes", true).toBool();
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31 use_lighting = settings.value("use_lighting", true).toBool();
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32
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33 make_center(); // must be first
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34 make_menu();
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35 make_dock();
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36
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37 statusBar();
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38
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39 setWindowTitle("GoatView");
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40 }
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41
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42 GoatView::~GoatView()
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43 {
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44 delete scene_model;
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45 sdata = 0;
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46 }
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47
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48 void GoatView::closeEvent(QCloseEvent *ev)
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49 {
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50 QSettings settings;
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51 settings.setValue("main/size", size());
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52 settings.setValue("main/pos", pos());
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53 settings.setValue("use_nodes", use_nodes);
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54 settings.setValue("use_lighting", use_lighting);
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55 }
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56
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57
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58 bool GoatView::load_scene(const char *fname)
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59 {
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60 if(scene) {
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61 goat3d_free(scene);
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62 }
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63 if(!(scene = goat3d_create()) || goat3d_load(scene, fname) == -1) {
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64 return false;
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65 }
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66
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67 float bmin[3], bmax[3];
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68 if(goat3d_get_bounds(scene, bmin, bmax) != -1) {
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69 float bsize = (Vector3(bmax[0], bmax[1], bmax[2]) - Vector3(bmin[0], bmin[1], bmin[2])).length();
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70 cam_dist = bsize / tan(DEG_TO_RAD(fov) / 2.0);
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71 printf("bounds size: %f, cam_dist: %f\n", bsize, cam_dist);
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72 }
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73
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74 scene_model->set_scene(scene);
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75 treeview->expandAll();
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76 treeview->resizeColumnToContents(0);
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77
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78 sdata = scene_model; // set the global sdata ptr
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79 return true;
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80 }
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81
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82 bool GoatView::make_menu()
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83 {
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84 // file menu
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85 QMenu *menu_file = menuBar()->addMenu("&File");
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86
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87 QAction *act_open_sce = new QAction("&Open Scene", this);
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88 act_open_sce->setShortcuts(QKeySequence::Open);
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89 connect(act_open_sce, &QAction::triggered, this, &GoatView::open_scene);
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90 menu_file->addAction(act_open_sce);
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91
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92 QAction *act_open_anm = new QAction("Open &Animation", this);
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93 connect(act_open_anm, &QAction::triggered, this, &GoatView::open_anim);
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94 menu_file->addAction(act_open_anm);
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95
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96 QAction *act_quit = new QAction("&Quit", this);
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97 act_quit->setShortcuts(QKeySequence::Quit);
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98 connect(act_quit, &QAction::triggered, [&](){qApp->quit();});
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99 menu_file->addAction(act_quit);
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100
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101 // view menu
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102 QMenu *menu_view = menuBar()->addMenu("&View");
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103
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104 QAction *act_use_nodes = new QAction("use nodes", this);
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105 act_use_nodes->setCheckable(true);
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106 act_use_nodes->setChecked(use_nodes);
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107 connect(act_use_nodes, &QAction::triggered, this,
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108 [&](){ use_nodes = !use_nodes; glview->updateGL(); });
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109 menu_view->addAction(act_use_nodes);
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110
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111 QAction *act_use_lighting = new QAction("lighting", this);
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112 act_use_lighting->setCheckable(true);
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113 act_use_lighting->setChecked(use_lighting);
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114 connect(act_use_lighting, &QAction::triggered, glview, &GoatViewport::toggle_lighting);
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115 menu_view->addAction(act_use_lighting);
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116
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117 // help menu
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118 QMenu *menu_help = menuBar()->addMenu("&Help");
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119
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120 QAction *act_about = new QAction("&About", this);
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121 connect(act_about, &QAction::triggered, this, &GoatView::show_about);
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122 menu_help->addAction(act_about);
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123 return true;
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124 }
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125
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126 bool GoatView::make_dock()
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127 {
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128 // ---- side-dock ----
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129 QWidget *dock_cont = new QWidget;
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130 QVBoxLayout *dock_vbox = new QVBoxLayout;
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131 dock_cont->setLayout(dock_vbox);
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132
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133 QDockWidget *dock = new QDockWidget("Scene graph", this);
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134 dock->setAllowedAreas(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea);
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135 dock->setWidget(dock_cont);
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136 addDockWidget(Qt::LeftDockWidgetArea, dock);
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137
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138 // make the tree view widget
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139 treeview = new QTreeView;
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140 /*
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141 scntree->setColumnCount(1);
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142 QStringList hdrstr;
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143 hdrstr << "Node";// << "Type";
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144 scntree->setHeaderItem(new QTreeWidgetItem((QTreeWidget*)0, hdrstr));
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145 */
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146 treeview->setAlternatingRowColors(true);
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147 dock_vbox->addWidget(treeview);
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148
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149 scene_model = new SceneModel;
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150 connect(scene_model, &SceneModel::dataChanged, [&](){ glview->updateGL(); });
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151 treeview->setModel(scene_model);
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152
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153 // misc
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154 QPushButton *bn_quit = new QPushButton("quit");
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155 dock_vbox->addWidget(bn_quit);
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156 connect(bn_quit, &QPushButton::clicked, [&](){ qApp->quit(); });
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157
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158 // ---- bottom dock ----
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159 dock_cont = new QWidget;
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160 QHBoxLayout *dock_hbox = new QHBoxLayout;
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161 dock_cont->setLayout(dock_hbox);
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162
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163 QSlider *slider_time = new QSlider(Qt::Orientation::Horizontal);
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164 slider_time->setDisabled(true);
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165 dock_hbox->addWidget(slider_time);
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166
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167 dock = new QDockWidget("Animation", this);
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168 dock->setAllowedAreas(Qt::BottomDockWidgetArea);
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169 dock->setWidget(dock_cont);
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170 addDockWidget(Qt::BottomDockWidgetArea, dock);
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171
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172 return true;
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173 }
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174
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175 bool GoatView::make_center()
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176 {
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177 glview = new GoatViewport(this);
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178 setCentralWidget(glview);
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179 return true;
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180 }
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181
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182 void GoatView::open_scene()
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183 {
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184 std::string fname = QFileDialog::getOpenFileName(this, "Open scene file", "",
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185 "Goat3D Scene (*.goatsce);;All Files (*)").toStdString();
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186 if(fname.empty()) {
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187 statusBar()->showMessage("Abort: No file selected!");
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188 return;
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189 }
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190
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191 statusBar()->showMessage("opening scene file");
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192 if(!load_scene(fname.c_str())) {
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193 statusBar()->showMessage("failed to load scene file");
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194 }
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195 }
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196
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197 void GoatView::open_anim()
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198 {
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199 statusBar()->showMessage("opening animation...");
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200 }
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201
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202
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203 // ---- OpenGL viewport ----
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204 GoatViewport::GoatViewport(QWidget *main_win)
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205 : QGLWidget(QGLFormat(QGL::DepthBuffer))
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206 {
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207 this->main_win = main_win;
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208 initialized = false;
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209 }
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210
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211 GoatViewport::~GoatViewport()
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212 {
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213 }
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214
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215 QSize GoatViewport::sizeHint() const
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216 {
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217 return QSize(800, 600);
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218 }
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219
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220 #define CRITICAL(error, detail) \
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221 do { \
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222 fprintf(stderr, "%s: %s\n", error, detail); \
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223 QMessageBox::critical(main_win, error, detail); \
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224 abort(); \
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225 } while(0)
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226
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227 void GoatViewport::initializeGL()
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228 {
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229 if(initialized) return;
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230 initialized = true;
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231
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232 init_opengl();
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233
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234 if(!GLEW_ARB_transpose_matrix) {
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235 CRITICAL("OpenGL initialization failed", "ARB_transpose_matrix extension not found!");
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236 }
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237
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238 glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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239
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240 glEnable(GL_DEPTH_TEST);
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241 glEnable(GL_CULL_FACE);
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242 if(use_lighting) {
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243 glEnable(GL_LIGHTING);
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244 }
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245 glEnable(GL_LIGHT0);
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246
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247 float ldir[] = {-1, 1, 2, 0};
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248 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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249 }
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250
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251 void GoatViewport::resizeGL(int xsz, int ysz)
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252 {
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253 glViewport(0, 0, xsz, ysz);
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254 glMatrixMode(GL_PROJECTION);
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255 glLoadIdentity();
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256 gluPerspective(60.0, (float)xsz / (float)ysz, 0.5, 5000.0);
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257 }
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258
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259 void GoatViewport::paintGL()
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260 {
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261 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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262
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263 glMatrixMode(GL_MODELVIEW);
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264 glLoadIdentity();
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265 glTranslatef(0, 0, -cam_dist);
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266 glRotatef(cam_phi, 1, 0, 0);
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267 glRotatef(cam_theta, 0, 1, 0);
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268
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269 if(!scene) return;
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270
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271 if(use_nodes) {
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272 int node_count = goat3d_get_node_count(scene);
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273 for(int i=0; i<node_count; i++) {
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274 goat3d_node *node = goat3d_get_node(scene, i);
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275 if(!goat3d_get_node_parent(node)) {
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276 draw_node(node); // only draw root nodes, the rest will be drawn recursively
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277 }
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278 }
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279 } else {
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280 int mesh_count = goat3d_get_mesh_count(scene);
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281 for(int i=0; i<mesh_count; i++) {
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282 goat3d_mesh *mesh = goat3d_get_mesh(scene, i);
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283 draw_mesh(mesh);
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284 }
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285 }
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286 }
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287
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288 void GoatViewport::toggle_lighting()
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289 {
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290 use_lighting = !use_lighting;
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291 if(use_lighting) {
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292 glEnable(GL_LIGHTING);
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293 } else {
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294 glDisable(GL_LIGHTING);
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295 }
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296 updateGL();
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297 }
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298
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299 #ifndef GLEW_ARB_transpose_matrix
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300 #error "GLEW_ARB_transpose_matrix undefined?"
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301 #endif
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302
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303 static void draw_node(goat3d_node *node)
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304 {
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305 SceneNodeData *data = sdata ? sdata->get_node_data(node) : 0;
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306 if(!data) return;
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307
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308 float xform[16];
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309 goat3d_get_node_matrix(node, xform, anim_time);
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310
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311 glPushMatrix();
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312 glMultTransposeMatrixf(xform);
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313
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314 if(data->visible) {
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315 if(goat3d_get_node_type(node) == GOAT3D_NODE_MESH) {
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316 goat3d_mesh *mesh = (goat3d_mesh*)goat3d_get_node_object(node);
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317
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318 draw_mesh(mesh);
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319 }
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320 }
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321
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322 int num_child = goat3d_get_node_child_count(node);
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323 for(int i=0; i<num_child; i++) {
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324 draw_node(goat3d_get_node_child(node, i));
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325 }
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326
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327 glPopMatrix();
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328 }
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329
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330 static void draw_mesh(goat3d_mesh *mesh)
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331 {
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332 static const float white[] = {1, 1, 1, 1};
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333 static const float black[] = {0, 0, 0, 1};
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334
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335 const float *color;
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336 goat3d_material *mtl = goat3d_get_mesh_mtl(mesh);
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337
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338 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_DIFFUSE))) {
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339 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
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340 } else {
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341 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, white);
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342 }
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343 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_SPECULAR))) {
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344 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
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345 } else {
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346 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
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347 }
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348 if(mtl && (color = goat3d_get_mtl_attrib(mtl, GOAT3D_MAT_ATTR_SHININESS))) {
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349 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, color[0]);
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350 } else {
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351 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 60.0);
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352 }
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nuclear@83
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353 // TODO texture
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354
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355
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356 int num_faces = goat3d_get_mesh_face_count(mesh);
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357 int num_verts = goat3d_get_mesh_attrib_count(mesh, GOAT3D_MESH_ATTR_VERTEX);
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358
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359 glEnableClientState(GL_VERTEX_ARRAY);
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360 glVertexPointer(3, GL_FLOAT, 0, goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX));
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361
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nuclear@82
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362 float *data;
|
nuclear@82
|
363 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL))) {
|
nuclear@82
|
364 glEnableClientState(GL_NORMAL_ARRAY);
|
nuclear@82
|
365 glNormalPointer(GL_FLOAT, 0, data);
|
nuclear@82
|
366 }
|
nuclear@82
|
367 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
|
nuclear@82
|
368 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
nuclear@82
|
369 glTexCoordPointer(2, GL_FLOAT, 0, data);
|
nuclear@82
|
370 }
|
nuclear@82
|
371
|
nuclear@82
|
372 int *indices;
|
nuclear@82
|
373 if((indices = goat3d_get_mesh_faces(mesh))) {
|
nuclear@82
|
374 glDrawElements(GL_TRIANGLES, num_faces * 3, GL_UNSIGNED_INT, indices);
|
nuclear@82
|
375 } else {
|
nuclear@82
|
376 glDrawArrays(GL_TRIANGLES, 0, num_verts * 3);
|
nuclear@82
|
377 }
|
nuclear@82
|
378
|
nuclear@82
|
379 glDisableClientState(GL_VERTEX_ARRAY);
|
nuclear@82
|
380 glDisableClientState(GL_NORMAL_ARRAY);
|
nuclear@82
|
381 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
nuclear@82
|
382 }
|
nuclear@82
|
383
|
nuclear@78
|
384
|
nuclear@78
|
385 static float prev_x, prev_y;
|
nuclear@78
|
386 void GoatViewport::mousePressEvent(QMouseEvent *ev)
|
nuclear@78
|
387 {
|
nuclear@78
|
388 prev_x = ev->x();
|
nuclear@78
|
389 prev_y = ev->y();
|
nuclear@78
|
390 }
|
nuclear@78
|
391
|
nuclear@78
|
392 void GoatViewport::mouseMoveEvent(QMouseEvent *ev)
|
nuclear@78
|
393 {
|
nuclear@78
|
394 int dx = ev->x() - prev_x;
|
nuclear@78
|
395 int dy = ev->y() - prev_y;
|
nuclear@80
|
396 prev_x = ev->x();
|
nuclear@80
|
397 prev_y = ev->y();
|
nuclear@78
|
398
|
nuclear@78
|
399 if(!dx && !dy) return;
|
nuclear@78
|
400
|
nuclear@78
|
401 if(ev->buttons() & Qt::LeftButton) {
|
nuclear@78
|
402 cam_theta += dx * 0.5;
|
nuclear@78
|
403 cam_phi += dy * 0.5;
|
nuclear@78
|
404
|
nuclear@78
|
405 if(cam_phi < -90) cam_phi = -90;
|
nuclear@78
|
406 if(cam_phi > 90) cam_phi = 90;
|
nuclear@78
|
407 }
|
nuclear@78
|
408 if(ev->buttons() & Qt::RightButton) {
|
nuclear@78
|
409 cam_dist += dy * 0.1;
|
nuclear@78
|
410
|
nuclear@78
|
411 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@78
|
412 }
|
nuclear@78
|
413 updateGL();
|
nuclear@78
|
414 }
|
nuclear@83
|
415
|
nuclear@83
|
416 static const char *about_str =
|
nuclear@83
|
417 "GoatView - Goat3D scene file viewer<br>"
|
nuclear@83
|
418 "Copyright (C) 2014 John Tsiombikas <<a href=\"mailto:nuclear@mutantstargoat.com\">nuclear@mutantstargoat.com</a>><br>"
|
nuclear@83
|
419 "<br>"
|
nuclear@83
|
420 "This program is free software: you can redistribute it and/or modify<br>"
|
nuclear@83
|
421 "it under the terms of the GNU General Public License as published by<br>"
|
nuclear@83
|
422 "the Free Software Foundation, either version 3 of the License, or<br>"
|
nuclear@83
|
423 "(at your option) any later version.<br>"
|
nuclear@83
|
424 "<br>"
|
nuclear@83
|
425 "This program is distributed in the hope that it will be useful,<br>"
|
nuclear@83
|
426 "but WITHOUT ANY WARRANTY; without even the implied warranty of<br>"
|
nuclear@83
|
427 "MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the<br>"
|
nuclear@83
|
428 "GNU General Public License for more details.<br>"
|
nuclear@83
|
429 "<br>"
|
nuclear@83
|
430 "You should have received a copy of the GNU General Public License<br>"
|
nuclear@83
|
431 "along with this program. If not, see <a href=\"http://www.gnu.org/licenses/gpl\">http://www.gnu.org/licenses/gpl</a>.";
|
nuclear@83
|
432
|
nuclear@83
|
433 void GoatView::show_about()
|
nuclear@83
|
434 {
|
nuclear@83
|
435 QMessageBox::information(this, "About GoatView", about_str);
|
nuclear@83
|
436 }
|