Sophie

Sophie

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libQGLViewer-devel-1.3.6-1mdk.i586.rpm

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<h1>The screenCoordSystem example</h1>
<center>
  <img src="../images/screenCoordSystem.jpg" width="300" height="200" alt="screenCoordSystem"/>
</center>

<p>
 A saucers control viewer that illustrates the screen coordinate system feature. 
</p>
<p>
 Use <code>startScreenCoordinatesSystem()</code> and <code>stopScreenCoordinatesSystem()</code> to
 set this mode. Once this mode has been activated in <code>draw()</code>, the X,Y coordinates
 correspond to the pixel units (origin in the lower left corner). Combined with the
 <code>camera()->projectedCoordinatesOf()</code>, this feature enable the mix of 2D and 3D drawing.
</p>
<p>
 In this example, the arrows that designate the saucers seem to be attached to the object.
</p>


<h2>screenCoordSystem.h</h2>
<pre>

<span class="dir">#include &lt;QGLViewer/qglviewer.h&gt;
</span>
<span class="key">class </span>Viewer : <span class="key">public </span>QGLViewer
{
<span class="key">protected </span>:
  <span class="key">virtual </span><span class="typ">void </span>init();
  <span class="key">virtual </span><span class="typ">void </span>draw();
  <span class="key">virtual </span>QString helpString() <span class="typ">const</span>;

<span class="key">private </span>:
  <span class="typ">void </span>drawSaucer() <span class="typ">const</span>;
  <span class="typ">void </span>drawCone(<span class="typ">const float </span>zMin,<span class="typ">const float </span>zMax, <span class="typ">const float </span>r1, <span class="typ">const float </span>r2) <span class="typ">const</span>;

  <span class="typ">static const int </span>nbSaucers = <span class="num">10</span>;
  qglviewer::Frame saucerPos[nbSaucers];
  qglviewer::Vec saucerColor[nbSaucers];
};</pre>


<h2>screenCoordSystem.cpp</h2>
<pre>

<span class="dir">#include </span><span class="dstr">&quot;screenCoordSystem.h&quot;</span><span class="dir">
</span><span class="dir">#include &lt;stdio.h&gt;
</span><span class="dir">#include &lt;stdlib.h&gt; </span><span class="com">// RAND_MAX
</span><span class="dir"></span>
<span class="key">using namespace </span>qglviewer;
<span class="key">using namespace </span>std;

<span class="typ">void </span>Viewer::init()
{
  <span class="key">for </span>(<span class="typ">int </span>i=<span class="num">0</span>; i&lt;nbSaucers; i++)
    {
      Vec pos;
      pos.x = rand() / <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(RAND_MAX) <span class="num">- 0.5</span>;
      pos.y = rand() / <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(RAND_MAX) <span class="num">- 0.5</span>;
      pos.z = rand() / <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(RAND_MAX) <span class="num">- 0.5</span>;

      Quaternion ori(Vec(<span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(rand()) / RAND_MAX,
			  <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(rand()) / RAND_MAX,
			  <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(rand()) / RAND_MAX),
		      rand() / <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(RAND_MAX) * M_PI);

      saucerPos[i].setPosition(pos);
      saucerPos[i].setOrientation(ori);

      saucerColor[i].x = rand() / <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(RAND_MAX);
      saucerColor[i].y = rand() / <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(RAND_MAX);
      saucerColor[i].z = rand() / <span class="key">static_cast</span>&lt;<span class="typ">float</span>&gt;(RAND_MAX);
    }

  restoreFromFile();
  help();
}

QString Viewer::helpString() <span class="typ">const
</span>{
  QString text(<span class="str">&quot;&lt;h2&gt;S c r e e n C o o r d S y s t e m&lt;/h2&gt;&quot;</span>);
  text += <span class="str">&quot;This example illustrates the &lt;i&gt;startScreenCoordinatesSystem()&lt;/i&gt; function &quot;</span>;
  text += <span class="str">&quot;which enables a GL drawing directly into the screen coordinate system.&lt;br&gt;&quot;</span>;
  text += <span class="str">&quot;The arrows are drawned using this method. The screen projection coordinates &quot;</span>;
  text += <span class="str">&quot;of the objects is determined using &lt;i&gt;camera()-&gt;projectedCoordinatesOf()&lt;/i&gt;, &quot;</span>;
  text += <span class="str">&quot;thus &lt;i&gt;attaching&lt;/i&gt; the 2D arrow to a 3D object&quot;</span>;
  <span class="key">return </span>text;
}

<span class="typ">void </span>Viewer::drawCone(<span class="typ">const float </span>zMin,<span class="typ">const float </span>zMax, <span class="typ">const float </span>r1, <span class="typ">const float </span>r2) <span class="typ">const
</span>{
  <span class="typ">static const float </span>nbSub = <span class="num">32</span>;
  <span class="typ">float </span>angle,c,s;
  Vec normal, p1, p2;
  glBegin(GL_QUAD_STRIP);
  <span class="key">for </span>(<span class="typ">unsigned short </span>i=<span class="num">0</span>; i&lt;=nbSub; ++i)
    {
      angle = <span class="num">2.0 </span>* M_PI * i / nbSub;
      c = cos(angle);
      s = sin(angle);

      p1 = Vec(r1*c, r1*s, zMin);
      p2 = Vec(r2*c, r2*s, zMax);

      normal = cross(Vec(-s,c,<span class="num">0.0</span>) , (p2-p1));
      normal.normalize();

      glNormal3fv(normal.address());
      glVertex3fv(p1.address());
      glVertex3fv(p2.address());
    }
  glEnd();
}

<span class="typ">void </span>Viewer::drawSaucer() <span class="typ">const
</span>{
  drawCone(<span class="num">-0.014</span>, <span class="num">-0.01</span>, <span class="num">0.015</span>, <span class="num">0.03</span>);
  drawCone(<span class="num">-0.01</span>, <span class="num">0.0</span>, <span class="num">0.03</span>, <span class="num">0.04</span>);
  drawCone(<span class="num">0.0</span>, <span class="num">0.02</span>, <span class="num">0.05</span>, <span class="num">0.03</span>);
  drawCone(<span class="num">0.02</span>, <span class="num">0.023</span>, <span class="num">0.03</span>, <span class="num">0.0</span>);
}

<span class="typ">void </span>Viewer::draw()
{
  <span class="com">// Draw 3D flying saucers
</span>  <span class="key">for </span>(<span class="typ">int </span>i=<span class="num">0</span>; i&lt;nbSaucers; i++)
    {
      glPushMatrix();
      glMultMatrixd(saucerPos[i].matrix());
      glColor3fv(saucerColor[i].address());
      drawSaucer();
      glPopMatrix();
    }

  <span class="com">// Compute projected coordinates
</span>  <span class="typ">int </span>projX[nbSaucers];
  <span class="typ">int </span>projY[nbSaucers];
  <span class="key">for </span>(<span class="typ">int </span>i=<span class="num">0</span>; i&lt;nbSaucers; i++)
    {
      Vec projectedPos = camera()-&gt;projectedCoordinatesOf(saucerPos[i].position());
      projX[i] = (<span class="typ">int</span>)(projectedPos.x);
      projY[i] = (<span class="typ">int</span>)(projectedPos.y);
    }

  <span class="com">// Draw the arrows
</span>  glColor3fv(foregroundColor().address());
  startScreenCoordinatesSystem();
  <span class="key">for </span>(<span class="typ">int </span>i=<span class="num">0</span>; i&lt;nbSaucers; i++)
    {
      glBegin(GL_LINE_LOOP);
      glVertex2i(projX[i]<span class="num">-50</span>, projY[i]);
      glVertex2i(projX[i]<span class="num">-20</span>, projY[i]<span class="num">-4</span>);
      glVertex2i(projX[i]<span class="num">-15</span>, projY[i]);
      glVertex2i(projX[i]<span class="num">-20</span>, projY[i]+<span class="num">4</span>);
      glEnd();
    }
  stopScreenCoordinatesSystem();

  <span class="com">// Draw text id
</span>  <span class="key">for </span>(<span class="typ">int </span>i=<span class="num">0</span>; i&lt;nbSaucers; i++)
    drawText(projX[i]<span class="num">-60</span>, projY[i]+<span class="num">4</span>, QString::number(i));
}

</pre>


<h2>main.cpp</h2>
<pre>

<span class="dir">#include </span><span class="dstr">&quot;screenCoordSystem.h&quot;</span><span class="dir">
</span><span class="dir">#include &lt;qapplication.h&gt;
</span>
<span class="typ">int </span>main(<span class="typ">int </span>argc, <span class="typ">char</span>** argv)
{
  <span class="com">// Read command lines arguments.
</span>  QApplication application(argc,argv);

  <span class="com">// Instantiate the viewer, show it on screen.
</span>  Viewer viewer;
  viewer.show();

  <span class="com">// Set the viewer as the application main widget.
</span>  application.setMainWidget(&amp;viewer);

  <span class="com">// Run main loop.
</span>  <span class="key">return </span>application.exec();
}</pre>



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