source: projectionDesigner/trunk/projdesigner/src/Frustum.cpp @ 149

Last change on this file since 149 was 4, checked in by Torben Dannhauer, 15 years ago
File size: 8.1 KB
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[4]1#include <QtOpenGL>
2
3#include "Frustum.h"
4
5using namespace projection;
6using namespace gmtl;
7
8/**
9 * Constructor.
10 */
11Frustum::Frustum() : QObject()
12{
13    m_bShow = true;
14    m_bShowArea = true;
15    m_visibleFar = 1.2f;
16    m_color.setRgb(0, 0, 255);
17
18    m_transformMatrix.setUseScaling(false);
19}
20
21/**
22 * Destructor.
23 */
24Frustum::~Frustum()
25{
26}
27
28/**
29 * Set projection matrix of the frustum.
30 *
31 * @param matrix Projection matrix of the frustum.
32 */
33void Frustum::setProjectionMatrix(const ProjectionMatrix& matrix)
34{
35    m_projectionMatrix = matrix;
36    emit dataChanged();
37}
38
39/**
40 * Retrieve projection matrix of the frustum.
41 *
42 * @return Projection matrix of the frustum.
43 */
44ProjectionMatrix Frustum::getProjectionMatrix() const
45{
46    return m_projectionMatrix;
47}
48
49/**
50 * Set transform matrix of the frustum.
51 *
52 * @param matrix Transform matrix of the frustum.
53 */
54void Frustum::setTransformMatrix(const TransformMatrix& matrix)
55{
56    m_transformMatrix = matrix;
57    emit dataChanged();
58}
59
60/**
61 * Retrieve transform matrix of the frustum.
62 *
63 * @return Transform matrix of the frustum.
64 */
65TransformMatrix Frustum::getTransformMatrix() const
66{
67    return m_transformMatrix;
68}
69
70/**
71 * Set color of the frustum shape object.
72 *
73 * @param color Color of the frustum shape object.
74 */
75void Frustum::setColor(const QColor& color)
76{
77    m_color = color;
78    emit dataChanged();
79}
80
81/**
82 * Retrieve color of the frustum shape object.
83 *
84 * @return Color of the frustum shape object.
85 */
86QColor Frustum::getColor() const
87{
88    return m_color;
89}
90
91/**
92 * Show or hide the frustum shape object.
93 *
94 * @param bShow True to show the frustum shape object, false to hide.
95 */
96void Frustum::setShow(bool bShow)
97{
98    m_bShow = bShow;
99    emit dataChanged();
100}
101
102/**
103 * Check whether the frustum shape object is shown or not.
104 *
105 * @return True if the frustum shape object is shown.
106 */
107bool Frustum::getShow() const
108{
109    return m_bShow;
110}
111
112/**
113 * Show or hide the frustum projected area.
114 *
115 * @param bShow True to show the frustum projected area, false to hide.
116 */
117void Frustum::setShowArea(bool bShow)
118{
119    m_bShowArea = bShow;
120    emit dataChanged();
121}
122
123/**
124 * Check whether the frustum projected area is shown or not.
125 *
126 * @return True if the frustum projected area is shown.
127 */
128bool Frustum::getShowArea() const
129{
130    return m_bShowArea;
131}
132
133/**
134 * Set far clip plane distance of the frame shape object. It doesn't modify the  data.
135 *
136 * @param farDist Far clip plane distance of the frame shape object.
137 */
138void Frustum::setVisibleFar(float farDist)
139{
140    m_visibleFar = farDist;
141}
142
143/**
144 * Retrieve far clip plane distance of the frame shape object.
145 *
146 * @return Far clip plane distance of the frame shape object.
147 */
148float Frustum::getVisibleFar() const
149{
150    return m_visibleFar;
151}
152
153/**
154 * Draw frustum shape object.
155 *
156 * @param bSelected True to draw with selection highlight.
157 */
158void Frustum::draw(bool bSelected)
159{
160    if (m_bShow)
161    {
162        glPushMatrix();
163        glMultMatrixf(m_transformMatrix.getMatrix().getData());
164        glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_LINE_BIT);
165
166        if (bSelected)
167            glLineWidth(3.0f);
168
169        float left =  -tanf(Math::deg2Rad(m_projectionMatrix.getFOV()/2.0f)) * m_projectionMatrix.getAspectRatio() + m_projectionMatrix.getOffaxisX();
170        float right =  tanf(Math::deg2Rad(m_projectionMatrix.getFOV()/2.0f)) * m_projectionMatrix.getAspectRatio() + m_projectionMatrix.getOffaxisX();
171        float top =   -tanf(Math::deg2Rad(m_projectionMatrix.getFOV()/2.0f)) + m_projectionMatrix.getOffaxisY();
172        float bottom = tanf(Math::deg2Rad(m_projectionMatrix.getFOV()/2.0f)) + m_projectionMatrix.getOffaxisY();
173        float nearDist = m_projectionMatrix.getNear();
174        float farDist = m_projectionMatrix.getFar();
175        if (m_visibleFar < farDist)
176            farDist = m_visibleFar;
177
178        glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
179        glDisable(GL_LIGHTING);
180
181        glBegin(GL_LINE_LOOP);
182        glVertex3f(nearDist*left,  nearDist*bottom, -nearDist);
183        glVertex3f(nearDist*right, nearDist*bottom, -nearDist);
184        glVertex3f(nearDist*right, nearDist*top,    -nearDist);
185        glVertex3f(nearDist*left,  nearDist*top,    -nearDist);
186        glEnd();
187        glBegin(GL_LINE_LOOP);
188        glVertex3f(farDist*left,  farDist*bottom, -farDist);
189        glVertex3f(farDist*right, farDist*bottom, -farDist);
190        glVertex3f(farDist*right, farDist*top,    -farDist);
191        glVertex3f(farDist*left,  farDist*top,    -farDist);
192        glEnd();
193        glBegin(GL_LINES);
194        glVertex3f(0.0f, 0.0f, 0.0f);
195        glVertex3f(farDist*left,  farDist*bottom, -farDist);
196        glVertex3f(0.0f, 0.0f, 0.0f);
197        glVertex3f(farDist*right, farDist*bottom, -farDist);
198        glVertex3f(0.0f, 0.0f, 0.0f);
199        glVertex3f(farDist*right, farDist*top,    -farDist);
200        glVertex3f(0.0f, 0.0f, 0.0f);
201        glVertex3f(farDist*left,  farDist*top,    -farDist);
202        glEnd();
203
204        glColor4f((float)m_color.red()/255.0f, (float)m_color.green()/255.0f, (float)m_color.blue()/255.0f, 0.25f);
205        glEnable(GL_LIGHTING);
206        glEnable(GL_BLEND);
207        glDepthMask(false);
208
209        glBegin(GL_TRIANGLES);
210        glNormal3f(0.0f, cosf(Math::deg2Rad(m_projectionMatrix.getFOV())/2.0f), -sinf(Math::deg2Rad(m_projectionMatrix.getFOV())/2.0f));
211        glVertex3f(0.0f, 0.0f, 0.0f);
212        glVertex3f(farDist*left,  farDist*bottom, -farDist);
213        glVertex3f(farDist*right, farDist*bottom, -farDist);
214        glNormal3f( cosf(Math::deg2Rad(m_projectionMatrix.getFOV())*m_projectionMatrix.getAspectRatio()/2.0f),
215                    0.0f,
216                   -sinf(Math::deg2Rad(m_projectionMatrix.getFOV())*m_projectionMatrix.getAspectRatio()/2.0f));
217        glVertex3f(0.0f, 0.0f, 0.0f);
218        glVertex3f(farDist*right, farDist*bottom, -farDist);
219        glVertex3f(farDist*right, farDist*top,    -farDist);
220        glNormal3f(0.0f, -cosf(Math::deg2Rad(m_projectionMatrix.getFOV())/2.0f), -sinf(Math::deg2Rad(m_projectionMatrix.getFOV())/2.0f));
221        glVertex3f(0.0f, 0.0f, 0.0f);
222        glVertex3f(farDist*right, farDist*top, -farDist);
223        glVertex3f(farDist*left,  farDist*top, -farDist);
224        glNormal3f(-cosf(Math::deg2Rad(m_projectionMatrix.getFOV())*m_projectionMatrix.getAspectRatio()/2.0f),
225                    0.0f,
226                   -sinf(Math::deg2Rad(m_projectionMatrix.getFOV())*m_projectionMatrix.getAspectRatio()/2.0f));
227        glVertex3f(0.0f, 0.0f, 0.0f);
228        glVertex3f(farDist*left, farDist*top,    -farDist);
229        glVertex3f(farDist*left, farDist*bottom, -farDist);
230        glEnd();
231
232        glDepthMask(true);
233        glPopAttrib();
234        glPopMatrix();
235    }
236}
237
238/**
239 * Assignment operator.
240 *
241 * @param frustum Assignment source frustum.
242 */
243Frustum& Frustum::operator=(const Frustum& frustum)
244{
245    if (this != &frustum)
246    {
247        m_projectionMatrix = frustum.m_projectionMatrix;
248        m_transformMatrix = frustum.m_transformMatrix;
249        m_bShow = frustum.m_bShow;
250        m_visibleFar = frustum.m_visibleFar;
251        m_color = frustum.m_color;
252    }
253    return *this;
254}
255
256/**
257 * Restore the frustum data from XML data.
258 *
259 * @param element Parent XML element of the frustum data.
260 */
261void Frustum::initFromDOMElement(const QDomElement& element)
262{
263    if (!element.isNull())
264    {
265        m_projectionMatrix.initFromDOMElement(element.firstChildElement("ProjectionMatrix"));
266        m_transformMatrix.initFromDOMElement(element.firstChildElement("TransformMatrix"));
267        m_bShow = element.attribute("show").toLower()=="true";
268        m_bShowArea = element.attribute("showArea").toLower()=="true";
269    }
270}
271
272/**
273 * Store the current frustum data as XML data.
274 *
275 * @param name XML node name of the data.
276 * @param doc XML document to store the data.
277 * @return Current frustum data as XML data.
278 */
279QDomElement Frustum::domElement(const QString& name, QDomDocument& doc) const
280{
281    QDomElement de = doc.createElement(name);
282
283    de.appendChild(m_projectionMatrix.domElement("ProjectionMatrix", doc));
284    de.appendChild(m_transformMatrix.domElement("TransformMatrix", doc));
285    de.setAttribute("show", (m_bShow?"true":"false"));
286    de.setAttribute("showArea", (m_bShowArea?"true":"false"));
287
288    return de;
289}
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