Added camera rotate and zoom to the Minifig Wizard preview.

This commit is contained in:
leo 2013-01-29 00:43:34 +00:00
parent 4a33a776a1
commit 012383cfc7
2 changed files with 187 additions and 15 deletions

View file

@ -875,6 +875,12 @@ MinifigWizard::MinifigWizard(GLWindow *share)
ParseSettings(MemSettings);
}
m_RotateX = 75.0f;
m_RotateZ = 180.0f;
m_Distance = 10.0f;
m_AutoZoom = true;
m_Tracking = LC_TRACK_NONE;
m_MinifigCount = 0;
m_MinifigNames = NULL;
m_MinifigTemplates = NULL;
@ -1120,46 +1126,195 @@ void MinifigWizard::ParseSettings(lcFile& Settings)
void MinifigWizard::OnDraw()
{
int i;
if (!MakeCurrent())
return;
float aspect = (float)m_nWidth/(float)m_nHeight;
float Aspect = (float)m_nWidth/(float)m_nHeight;
glViewport(0, 0, m_nWidth, m_nHeight);
float Box[6] = { 10000, 10000, 10000, -10000, -10000, -10000 };
for (int InfoIdx = 0; InfoIdx < LC_MFW_NUMITEMS; InfoIdx++)
{
PieceInfo* Info = m_Info[InfoIdx];
if (!Info)
continue;
lcVector3 Points[8] =
{
lcVector3(Info->m_fDimensions[0], Info->m_fDimensions[1], Info->m_fDimensions[5]),
lcVector3(Info->m_fDimensions[3], Info->m_fDimensions[1], Info->m_fDimensions[5]),
lcVector3(Info->m_fDimensions[0], Info->m_fDimensions[1], Info->m_fDimensions[2]),
lcVector3(Info->m_fDimensions[3], Info->m_fDimensions[4], Info->m_fDimensions[5]),
lcVector3(Info->m_fDimensions[3], Info->m_fDimensions[4], Info->m_fDimensions[2]),
lcVector3(Info->m_fDimensions[0], Info->m_fDimensions[4], Info->m_fDimensions[2]),
lcVector3(Info->m_fDimensions[0], Info->m_fDimensions[4], Info->m_fDimensions[5]),
lcVector3(Info->m_fDimensions[3], Info->m_fDimensions[1], Info->m_fDimensions[2])
};
for (int PointIdx = 0; PointIdx < 8; PointIdx++)
{
lcVector3 Point = lcMul31(Points[PointIdx], m_Matrices[InfoIdx]);
if (Point[0] < Box[0]) Box[0] = Point[0];
if (Point[1] < Box[1]) Box[1] = Point[1];
if (Point[2] < Box[2]) Box[2] = Point[2];
if (Point[0] > Box[3]) Box[3] = Point[0];
if (Point[1] > Box[4]) Box[4] = Point[1];
if (Point[2] > Box[5]) Box[5] = Point[2];
}
}
lcVector3 Center((Box[0] + Box[3]) / 2, (Box[1] + Box[4]) / 2, (Box[2] + Box[5]) / 2);
lcVector3 Eye(0.0f, 0.0f, 1.0f);
Eye = lcMul30(Eye, lcMatrix44RotationX(-m_RotateX * LC_DTOR));
Eye = lcMul30(Eye, lcMatrix44RotationZ(-m_RotateZ * LC_DTOR));
lcMatrix44 Projection = lcMatrix44Perspective(30.0f, Aspect, 1.0f, 100.0f);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(lcMatrix44Perspective(30.0f, aspect, 1.0f, 20.0f));
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(lcMatrix44LookAt(lcVector3(0, -9, 4), lcVector3(0, 5, 1), lcVector3(0, 0, 1)));
glLoadMatrixf(Projection);
if (m_AutoZoom)
{
lcVector3 Points[8] =
{
lcVector3(Box[0], Box[1], Box[5]),
lcVector3(Box[3], Box[1], Box[5]),
lcVector3(Box[0], Box[1], Box[2]),
lcVector3(Box[3], Box[4], Box[5]),
lcVector3(Box[3], Box[4], Box[2]),
lcVector3(Box[0], Box[4], Box[2]),
lcVector3(Box[0], Box[4], Box[5]),
lcVector3(Box[3], Box[1], Box[2])
};
Eye += Center;
lcMatrix44 ModelView = lcMatrix44LookAt(Eye, Center, lcVector3(0, 0, 1));
Eye = lcZoomExtents(Eye, ModelView, Projection, Points, 8);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(lcMatrix44LookAt(Eye, Center, lcVector3(0, 0, 1)));
// Update the new camera distance.
lcVector3 d = Eye - Center;
m_Distance = d.Length();
}
else
{
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(lcMatrix44LookAt(Eye * m_Distance, Center, lcVector3(0, 0, 1)));
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.5f, 0.1f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float *bg = lcGetActiveProject()->GetBackgroundColor();
glClearColor(bg[0], bg[1], bg[2], bg[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DITHER);
glShadeModel(GL_FLAT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Calculate();
for (i = 0; i < LC_MFW_NUMITEMS; i++)
for (int PieceIdx = 0; PieceIdx < LC_MFW_NUMITEMS; PieceIdx++)
{
if (m_Info[i] == NULL)
if (!m_Info[PieceIdx])
continue;
glPushMatrix();
glMultMatrixf(m_Matrices[i]);
m_Info[i]->RenderPiece(m_Colors[i]);
glMultMatrixf(m_Matrices[PieceIdx]);
m_Info[PieceIdx]->RenderPiece(m_Colors[PieceIdx]);
glPopMatrix();
}
glFinish();
SwapBuffers();
}
void MinifigWizard::OnLeftButtonDown(int x, int y, bool Control, bool Shift)
{
if (m_Tracking == LC_TRACK_NONE)
{
m_DownX = x;
m_DownY = y;
m_Tracking = LC_TRACK_LEFT;
CaptureMouse();
}
}
void MinifigWizard::OnLeftButtonUp(int x, int y, bool Control, bool Shift)
{
if (m_Tracking == LC_TRACK_LEFT)
{
m_Tracking = LC_TRACK_NONE;
ReleaseMouse();
}
}
void MinifigWizard::OnLeftButtonDoubleClick(int x, int y, bool Control, bool Shift)
{
m_AutoZoom = true;
Redraw();
}
void MinifigWizard::OnRightButtonDown(int x, int y, bool Control, bool Shift)
{
if (m_Tracking == LC_TRACK_NONE)
{
m_DownX = x;
m_DownY = y;
m_Tracking = LC_TRACK_RIGHT;
CaptureMouse();
}
}
void MinifigWizard::OnRightButtonUp(int x, int y, bool Control, bool Shift)
{
if (m_Tracking == LC_TRACK_RIGHT)
{
m_Tracking = LC_TRACK_NONE;
ReleaseMouse();
}
}
void MinifigWizard::OnMouseMove(int x, int y, bool Control, bool Shift)
{
if (m_Tracking == LC_TRACK_LEFT)
{
// Rotate.
m_RotateZ += x - m_DownX;
m_RotateX += y - m_DownY;
if (m_RotateX > 179.5f)
m_RotateX = 179.5f;
else if (m_RotateX < 0.5f)
m_RotateX = 0.5f;
m_DownX = x;
m_DownY = y;
Redraw();
}
else if (m_Tracking == LC_TRACK_RIGHT)
{
// Zoom.
m_Distance += (float)(m_DownY - y) * 0.2f;
m_AutoZoom = false;
if (m_Distance < 0.5f)
m_Distance = 0.5f;
m_DownX = x;
m_DownY = y;
Redraw();
}
}
void MinifigWizard::Calculate()
{
float HeadOffset = 0.0f;

View file

@ -43,6 +43,12 @@ public:
~MinifigWizard ();
void OnDraw ();
void OnLeftButtonDown(int x, int y, bool Control, bool Shift);
void OnLeftButtonUp(int x, int y, bool Control, bool Shift);
void OnLeftButtonDoubleClick(int x, int y, bool Control, bool Shift);
void OnRightButtonDown(int x, int y, bool Control, bool Shift);
void OnRightButtonUp(int x, int y, bool Control, bool Shift);
void OnMouseMove(int x, int y, bool Control, bool Shift);
void OnInitialUpdate();
void Calculate();
@ -70,6 +76,17 @@ protected:
int m_MinifigCount;
char **m_MinifigNames;
char **m_MinifigTemplates;
// Mouse tracking.
int m_Tracking;
int m_DownX;
int m_DownY;
// Current camera settings.
float m_Distance;
float m_RotateX;
float m_RotateZ;
bool m_AutoZoom;
};
#endif // _MINIFIG_H_