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EgtGraphics/SceneGlobCube.cpp
Riccardo Elitropi bc248d7f24 EgtGraphics :
- rimozione warning.
2024-03-07 11:05:02 +01:00

771 lines
28 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2022
//----------------------------------------------------------------------------
// File : SceneGlobCube.cpp Data : 10.10.22 Versione : 1
// Contenuto : Implementazione gestione e disegno Cubetto per viste.
//
//
//
// Modifiche : 11.10.22 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "Scene.h"
#include "EGrUtils.h"
#include "ObjOldGraphics.h"
#include "ObjNewGraphics.h"
#include "ObjMultiGraphics.h"
#include "/EgtDev/Include/EGkSurfTriMesh.h"
#include "/EgtDev/Include/EGkSfrCreate.h"
#include "/EgtDev/Include/EGkGeomDB.h"
#include "/EgtDev/Include/EGkObjGraphics.h"
using namespace std ;
// posizione X e Y dello schermo
const double MIN_EDGE_SIZE = 20 ;
const double MAX_EDGE_SIZE = 200.0 ;
// colore render dei bordi delle superifici del cubo
const Color CUBE_LINES( 0, 0, 0, 1) ;
// angolo di tolleranza per rotazioni con vettori quasi paralleli
const double ANG_ROT_TOLL = 5 ;
//----------------------------------------------------------------------------
bool
Scene::CreateFlatPart( ISurfTriMesh* pSrf)
{
// vertici
pSrf->AddVertex( Point3d( 0.33 * m_dCubeEdge, 0.33 * m_dCubeEdge, 0)),
pSrf->AddVertex( Point3d( - 0.33 * m_dCubeEdge, 0.33 * m_dCubeEdge, 0)) ;
pSrf->AddVertex( Point3d( - 0.33 * m_dCubeEdge, - 0.33 * m_dCubeEdge, 0)) ;
pSrf->AddVertex( Point3d( 0.33 * m_dCubeEdge, - 0.33 * m_dCubeEdge, 0)) ;
// triangoli
int nNewInd_0[3] = { 0, 1, 2} ;
pSrf->AddTriangle( nNewInd_0) ;
int nNewInd_1[3] = { 0, 2, 3} ;
pSrf->AddTriangle( nNewInd_1) ;
// verifico
pSrf->DoCompacting() ;
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::CreateEdgePart( ISurfTriMesh* pSrf)
{
// vertici
pSrf->AddVertex( Point3d( 0.33 * m_dCubeEdge, - 0.085 * m_dCubeEdge, 0)) ;
pSrf->AddVertex( Point3d( - 0.33 * m_dCubeEdge, - 0.085 * m_dCubeEdge, 0)) ;
pSrf->AddVertex( Point3d( - 0.33 * m_dCubeEdge, 0, - 0.085 * m_dCubeEdge)) ;
pSrf->AddVertex( Point3d( 0.33 * m_dCubeEdge, 0, - 0.085 * m_dCubeEdge)) ;
pSrf->AddVertex( Point3d( - 0.33 * m_dCubeEdge, 0.085 * m_dCubeEdge, - 0.17 * m_dCubeEdge)) ;
pSrf->AddVertex( Point3d( 0.33 * m_dCubeEdge, 0.085 * m_dCubeEdge, - 0.17 * m_dCubeEdge)) ;
// triangoli
int nNewInd_0[3] = { 2, 1 ,0} ;
pSrf->AddTriangle( nNewInd_0) ;
int nNewInd_1[3] = { 3, 2, 0} ;
pSrf->AddTriangle( nNewInd_1) ;
int nNewInd_2[3] = { 2, 5, 4} ;
pSrf->AddTriangle( nNewInd_2) ;
int nNewInd_3[3] = { 2, 3, 5} ;
pSrf->AddTriangle( nNewInd_3) ;
// verifico
pSrf->DoCompacting() ;
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::CreateCornerPart( ISurfTriMesh* pSrf)
{
// vertici
pSrf->AddVertex( Point3d( - 0.085 * m_dCubeEdge, 0.085 * m_dCubeEdge, -0.17 * m_dCubeEdge)) ;
pSrf->AddVertex( Point3d( - 0.085 * m_dCubeEdge, - 0.085 * m_dCubeEdge, 0)) ;
pSrf->AddVertex( Point3d( 0.085 * m_dCubeEdge, - 0.085 * m_dCubeEdge, - 0.17 * m_dCubeEdge)) ;
// triangoli
int nNewInd_0[3] = { 0, 1, 2} ;
pSrf->AddTriangle( nNewInd_0) ;
// verifico
pSrf->DoCompacting() ;
return true ;
}
//----------------------------------------------------------------------------
static ObjEGrGraphics*
CreateObjEGrGraphics( int nCount, bool bNewWay)
{
if ( nCount > 1)
return ( new( nothrow) ObjMultiGraphics( nCount, bNewWay)) ;
else if ( bNewWay)
return ( new( nothrow) ObjNewGraphics) ;
else
return ( new( nothrow) ObjOldGraphics) ;
}
//----------------------------------------------------------------------------
bool
Scene::DrawCube( bool bSurf)
{
// recupero la matrice viewport
GLint Viewport[4] ;
glGetIntegerv( GL_VIEWPORT, Viewport) ;
// se il vettore delle superifici č vuoto, allora lo creo
if ( m_vStm_Cube.empty()) {
// Z+ -> 1 -> TOP
PtrOwner<ISurfTriMesh> pStm_Zp( CreateSurfTriMesh()) ;
CreateFlatPart( pStm_Zp) ;
pStm_Zp->Translate( Vector3d( 0, 0, 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_Zp)) ;
// Z- -> 2 -> BOTTOM
PtrOwner<ISurfTriMesh> pStm_Zm( CreateSurfTriMesh()) ;
CreateFlatPart( pStm_Zm) ;
pStm_Zm->Rotate( ORIG, Y_AX, 180) ;
pStm_Zm->Translate( Vector3d( 0, 0, - 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_Zm)) ;
// X+ -> 3 -> RIGHT
PtrOwner<ISurfTriMesh> pStm_Xp( CreateSurfTriMesh()) ;
CreateFlatPart( pStm_Xp) ;
pStm_Xp->Rotate( ORIG, Y_AX, 180) ;
pStm_Xp->Rotate( ORIG, -Y_AX, 90) ;
pStm_Xp->Translate( Vector3d( 0.5 * m_dCubeEdge, 0, 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_Xp)) ;
// X- -> 4 -> LEFT
PtrOwner<ISurfTriMesh> pStm_Xm( CreateSurfTriMesh()) ;
CreateFlatPart( pStm_Xm) ;
pStm_Xm->Rotate( ORIG, -Y_AX, 90) ;
pStm_Xm->Translate( Vector3d( -0.5 * m_dCubeEdge, 0, 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_Xm)) ;
// Y+ -> 5 -> FRONT
PtrOwner<ISurfTriMesh> pStm_Yp( CreateSurfTriMesh()) ;
CreateFlatPart( pStm_Yp) ;
pStm_Yp->Rotate( ORIG, -X_AX, 90) ;
pStm_Yp->Translate( Vector3d( 0, 0.5 * m_dCubeEdge, 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_Yp)) ;
// Y- -> 6 -> BACK
PtrOwner<ISurfTriMesh> pStm_Ym( CreateSurfTriMesh()) ;
CreateFlatPart( pStm_Ym) ;
pStm_Ym->Rotate( ORIG, Y_AX, 180) ;
pStm_Ym->Rotate( ORIG, -X_AX, 90) ;
pStm_Ym->Translate( Vector3d( 0, -0.5 * m_dCubeEdge, 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_Ym)) ;
// Z+X+ -> 7 -> TOP-RIGHT
PtrOwner<ISurfTriMesh> pStm_ZpXp( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZpXp) ;
pStm_ZpXp->Rotate( ORIG, -Z_AX, 90) ;
pStm_ZpXp->Translate( Vector3d(( 0.5 - 0.085) * m_dCubeEdge , 0, 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_ZpXp)) ;
// Z+X- -> 8 -> TOP-LEFT
PtrOwner<ISurfTriMesh> pStm_ZpXm( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZpXm) ;
pStm_ZpXm->Rotate( ORIG, Z_AX, 90) ;
pStm_ZpXm->Translate( Vector3d(( - 0.5 + 0.085) * m_dCubeEdge, 0, 0.5 * m_dCubeEdge));
m_vStm_Cube.emplace_back( Release( pStm_ZpXm)) ;
// Z-X+ -> 9 -> BOTTOM-RIGHT
PtrOwner<ISurfTriMesh> pStm_ZmXp( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZmXp) ;
pStm_ZmXp->Rotate( ORIG, -Z_AX, 90) ;
pStm_ZmXp->Rotate( ORIG, Y_AX, 90) ;
pStm_ZmXp->Translate( Vector3d( 0.5 * m_dCubeEdge, 0,( - 0.5 + 0.085) * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_ZmXp)) ;
// Z-X- -> 10 -> BOTTOM-LEFT
PtrOwner<ISurfTriMesh> pStm_ZmXm( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZmXm) ;
pStm_ZmXm->Rotate( ORIG, Z_AX, 90) ;
pStm_ZmXm->Rotate( ORIG, -Y_AX, 90) ;
pStm_ZmXm->Translate( Vector3d( - 0.5 * m_dCubeEdge, 0, ( - 0.5 + 0.085) * m_dCubeEdge)) ;;
m_vStm_Cube.emplace_back( Release( pStm_ZmXm)) ;
// Z+Y+ -> 11 -> TOP-FRONT
PtrOwner<ISurfTriMesh> pStm_ZpYp( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZpYp) ;
pStm_ZpYp->Translate( Vector3d( 0, ( 0.5 - 0.085) * m_dCubeEdge, 0.5 * m_dCubeEdge)) ;
pStm_ZpYp->SetTempProp( 5, 0) ;
m_vStm_Cube.emplace_back( Release( pStm_ZpYp)) ;
// Z+Y- -> 12 -> TOP-BACK
PtrOwner<ISurfTriMesh> pStm_ZpYm( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZpYm) ;
pStm_ZpYm->Rotate( ORIG, -Z_AX, 180) ;
pStm_ZpYm->Translate( Vector3d( 0, ( - 0.5 + 0.085) * m_dCubeEdge, 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_ZpYm)) ;
// Z-Y+ -> 13 -> BOTTOM-FRONT
PtrOwner<ISurfTriMesh> pStm_ZmYp( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZmYp) ;
pStm_ZmYp->Rotate( ORIG, -X_AX, 90) ;
pStm_ZmYp->Translate( Vector3d( 0, ( 0.5) * m_dCubeEdge ,
( - 0.5 + 0.085) * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_ZmYp)) ;
// Z-Y- -> 14 -> BOTTOM-BACK
PtrOwner<ISurfTriMesh> pStm_ZmYm( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_ZmYm) ;
pStm_ZmYm->Rotate( ORIG, -Z_AX, 180) ;
pStm_ZmYm->Rotate( ORIG, X_AX, 90) ;
pStm_ZmYm->Translate( Vector3d( 0, - 0.5 * m_dCubeEdge, ( - 0.5 + 0.085) * m_dCubeEdge )) ;
m_vStm_Cube.emplace_back( Release( pStm_ZmYm)) ;
// X+Y+ -> 15 -> RIGHT-FRONT
PtrOwner<ISurfTriMesh> pStm_XpYp( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_XpYp) ;
pStm_XpYp->Rotate( ORIG, Y_AX, 90) ;
pStm_XpYp->Translate( Vector3d( 0.5 * m_dCubeEdge,( 0.5 - 0.085) * m_dCubeEdge, 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_XpYp)) ;
// X-Y+ -> 16 -> LEFT-FRONT
PtrOwner<ISurfTriMesh> pStm_XmYp( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_XmYp) ;
pStm_XmYp->Rotate( ORIG, -Y_AX, 90) ;
pStm_XmYp->Translate( Vector3d( - 0.5 * m_dCubeEdge, ( 0.5 - 0.085) * m_dCubeEdge, 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_XmYp)) ;
// X+Y- -> 17 -> RIGHT-BACK
PtrOwner<ISurfTriMesh> pStm_XpYm( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_XpYm) ;
pStm_XpYm->Rotate( ORIG, -Y_AX, 90) ;
pStm_XpYm->Rotate( ORIG, Z_AX, 180) ;
pStm_XpYm->Translate( Vector3d( 0.5 * m_dCubeEdge, ( - 0.5 + 0.085) * m_dCubeEdge , 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_XpYm)) ;
// X-Y- -> 18 -> LEFT-BACK
PtrOwner<ISurfTriMesh> pStm_XmYm( CreateSurfTriMesh()) ;
CreateEdgePart( pStm_XmYm) ;
pStm_XmYm->Rotate( ORIG, Y_AX, 90) ;
pStm_XmYm->Rotate( ORIG, Z_AX, 180) ;
pStm_XmYm->Translate( Vector3d( - 0.5 * m_dCubeEdge,- ( 0.5 - 0.085) * m_dCubeEdge, 0)) ;
m_vStm_Cube.emplace_back( Release( pStm_XmYm)) ;
// Z+X+Y+ -> 19 -> TOP-RIGHT-FRONT
PtrOwner<ISurfTriMesh> pStm_XpYpZp( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XpYpZp ) ;
pStm_XpYpZp->Translate( Vector3d(( 0.5 - 0.085) * m_dCubeEdge, ( 0.5 - 0.085) * m_dCubeEdge, 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XpYpZp)) ;
// Z+X-Y+ -> 20 -> TOP-LEFT-FRONT
PtrOwner<ISurfTriMesh> pStm_XmYpZp( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XmYpZp) ;
pStm_XmYpZp->Rotate( ORIG, Z_AX, 90) ;
pStm_XmYpZp->Translate( Vector3d(( - 0.5 + 0.085) * m_dCubeEdge,( 0.5 - 0.085) * m_dCubeEdge,0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XmYpZp)) ;
// Z+X+Y- -> 21 -> TOP-RIGHT-BACK
PtrOwner<ISurfTriMesh> pStm_XpYmZp( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XpYmZp) ;
pStm_XpYmZp->Rotate( ORIG, -Z_AX, 90) ;
pStm_XpYmZp->Translate( Vector3d(( + 0.5 - 0.085) * m_dCubeEdge, ( - 0.5 + 0.085) * m_dCubeEdge,0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XpYmZp)) ;
// Z+X-Y- -> 22 -> TOP-LEFT-BACK
PtrOwner<ISurfTriMesh> pStm_XmYmZp( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XmYmZp) ;
pStm_XmYmZp->Rotate( ORIG, Z_AX, 180) ;
pStm_XmYmZp->Translate( Vector3d(( - 0.5 + 0.085) * m_dCubeEdge, ( - 0.5 + 0.085) * m_dCubeEdge, 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XmYmZp)) ;
// Z-X+Y+ -> 23 -> BOTTOM-RIGHT-FRONT
PtrOwner<ISurfTriMesh> pStm_XpYpZm( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XpYpZm) ;
pStm_XpYpZm->Rotate( ORIG, X_AX, 180) ;
pStm_XpYpZm->Rotate( ORIG, Z_AX, 90) ;
pStm_XpYpZm->Translate( Vector3d(( 0.5 - 0.085) * m_dCubeEdge, ( 0.5 - 0.085) * m_dCubeEdge, - 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XpYpZm)) ;
// Z-X-Y+ -> 24 -> BOTTOM-LEFT-FRONT
PtrOwner<ISurfTriMesh> pStm_XmYpZm( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XmYpZm) ;
pStm_XmYpZm->Rotate(ORIG, -X_AX, 90) ;
pStm_XmYpZm->Rotate( ORIG, Z_AX, 90) ;
pStm_XmYpZm->Translate( Vector3d( - 0.5 * m_dCubeEdge, ( 0.5 - 0.085) * m_dCubeEdge,( - 0.5 + 0.085) * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XmYpZm)) ;
// Z-X+Y- -> 25 -> BOTTOM-RIGHT-BACK
PtrOwner<ISurfTriMesh> pStm_XpYmZm( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XpYmZm) ;
pStm_XpYmZm->Rotate( ORIG, X_AX, 180) ;
pStm_XpYmZm->Translate( Vector3d(( + 0.5 - 0.085) * m_dCubeEdge, ( - 0.5 + 0.085) * m_dCubeEdge, - 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XpYmZm)) ;
// Z-X-Y- -> 26 -> BOTTOM-LEFT-BACK
PtrOwner<ISurfTriMesh> pStm_XmYmZm( CreateSurfTriMesh()) ;
CreateCornerPart( pStm_XmYmZm) ;
pStm_XmYmZm->Rotate( ORIG, X_AX, 180) ;
pStm_XmYmZm->Rotate( ORIG, -Z_AX, 90) ;
pStm_XmYmZm->Translate( Vector3d(( - 0.5 + 0.085) * m_dCubeEdge, ( - 0.5 + 0.085) * m_dCubeEdge, - 0.5 * m_dCubeEdge)) ;
m_vStm_Cube.emplace_back( Release( pStm_XmYmZm)) ;
}
// creo un vettore di Graphics, uno per ogni superificie del cubetto
vector<PtrOwner<ObjEGrGraphics>> vGraphics ;
for ( int i = 0 ; i < 26 ; ++ i) {
PtrOwner<ObjEGrGraphics> pNewGraphics( CreateObjEGrGraphics( 0, false)) ;
vGraphics.emplace_back( Release( pNewGraphics)) ;
vGraphics[i]->SetScene( this) ;
}
// render delle superifici del cubo ( superfici o Linee a seconda del Flag)
for ( int s = 0 ; s < 26 ; ++ s) {
// recupero la superificie corrente del cubo da visualizzare
PtrOwner<ISurfTriMesh> pStmCurr( CloneSurfTriMesh( m_vStm_Cube[s])) ;
if ( IsNull( pStmCurr))
return false ;
// scalo la superificie a seconda della viewport corrente ( per Zoom)
pStmCurr->Scale( GLOB_FRM, ( 2 * m_dHalfWidth) / Viewport[2], ( 2 * m_dHalfWidth) / Viewport[2],
( 2 * m_dHalfWidth) / Viewport[2]) ;
// sposto la superificie nel sistema di riferimento relativo alla telecamera ( per Pan)
pStmCurr->Translate(( m_ptOrigCube - ORIG)) ;
// definisco colori per i vertici e colore per le linee
Color cCol_Vertex ;
Color cCol_Line = CUBE_LINES ;
switch ( s) {
case 0 :
cCol_Vertex = m_cColZ ; break ;
case 1 :
cCol_Vertex = m_cColZm ; break ;
case 2 :
cCol_Vertex = m_cColX ; break ;
case 3 :
cCol_Vertex = m_cColXm ; break ;
case 4 :
cCol_Vertex = m_cColY ; break ;
case 5 :
cCol_Vertex = m_cColYm ; break ;
break ;
case 6 : case 7 : case 8 : case 9 : case 10 : case 11 :
case 12 : case 13 : case 14 : case 15 : case 16 : case 17 :
cCol_Vertex = m_cColEdge ; break ;
case 18 : case 19 : case 20 : case 21: case 22: case 23 : case 24 : case 25 :
cCol_Vertex = m_cColCorner ; break ;
default :
break ;
}
vGraphics[s]->AddColor( bSurf ? cCol_Vertex : CUBE_LINES) ;
int nTria = pStmCurr->GetTriangleCount() ;
vGraphics[s]->StartTriangles( nTria) ;
Triangle3dEx Tria ;
int nId = pStmCurr->GetFirstTriangle( Tria) ;
while ( nId != SVT_NULL) {
// edge solo se boundary e normali ai vertici smussate
vGraphics[s]->AddTriangle( Tria, Tria.GetTriFlags(), Tria.GetTriNormals()) ;
nId = pStmCurr->GetNextTriangle( nId, Tria) ;
}
vGraphics[s]->EndTriangles() ;
// assegno un id temporaneo alla superificie caricata ( modalita wireFrame, come nella Select)
if ( ! bSurf)
glLoadName( m_nStartFaceId + s + 1) ;
vGraphics[s]->Draw( GDB_ST_ON, GDB_MK_OFF, true, true, 80, false) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::DrawGlobCube( bool bSurf)
{
// se non devo disegnare il cubetto, esco
if ( ! m_bShowGlobCube)
return true ;
// recupero il primo Id libero ( e aggiungo 1000)
m_nStartFaceId = m_pGeomDB->GetNewId() + 1000 ;
// recupero la matrice viewport
GLint Viewport[4] ;
glGetIntegerv( GL_VIEWPORT, Viewport) ;
// imposto il riferimento
glPushMatrix() ;
// se sono in selezione il cubo lo lascio nella posizione precedente ( cambio di viewport => cambio centro del cubo)
Point3d ptOrig ;
if ( m_bSelect)
ptOrig = m_ptOrigCube ;
else {
UnProject( Point3d( m_dCubeX, m_dCubeY, 0.25), ptOrig) ; // posizione Z del cubo sempre 0.25 dallo schermo
m_ptOrigCube = ptOrig ;
}
// creo il cubo
if ( ! DrawCube( bSurf))
return true ;
// tolgo lo stack dei nomi in modalitŕ selezione
if ( m_bSelect)
glLoadName( 0) ;
// ripristino lo stack delle matrici
glPopMatrix() ;
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::RotateCameraWithCube()
{
// controllo se il cubetto č abilitato e ho almeno un Id dalla selezione nel buffer
if ( ! m_bShowGlobCube || m_nSelNbr == 0)
return false ;
// controllo che la selezione non sia avvenuta mediante Drag
if ( m_nSelW != 13 || m_nSelH != 13)
return false ;
// se ho piů di un elemento trovato, do prioritŕ alla superificie con piů facce
int nId = 0 ;
int nFace = 1 ;
bool bSelStm_Cube = false ;
for ( int i = 0 ; i < m_nSelNbr ; ++ i) {
// recupero l'Id corrente
int nCurrId = m_nSelBuff[i].nId ;
// controllo che l'Id appartenga ad una superificie del cubetto
if ( nCurrId <= m_nStartFaceId || nCurrId > m_nStartFaceId + 26)
continue ;
bSelStm_Cube = true ;
int nCurrFace = 1 ;
if ( nCurrId - m_nStartFaceId > 6 && nCurrId - m_nStartFaceId <= 18) // se superificie Edge
nCurrFace = 2 ;
else if ( nCurrId - m_nStartFaceId > 18) // se superificie Corner
nCurrFace = 3 ;
nFace = max( nFace, nCurrFace) ;
if ( nFace == 1 || nFace == nCurrFace)
nId = nCurrId ;
}
if ( ! bSelStm_Cube)
return false ;
// ottengo la faccia del cubo selezionato ( valore tra 1 e 26)
int nCubeface = nId - m_nStartFaceId ;
// prendo i parametri della telecamera
double dTheta, dPhi, dDist ;
GetCamera( &dPhi, &dTheta, &dDist) ;
double dPhi_orig = dPhi ;
double dTheta_orig = dTheta ;
// flag per numero di Step fatti e valore forzato di Theta per Z+ e Z-
bool bHasTwoStep = false ;
double dTheta_Forced = 0.0 ;
// imposto i nuovi angoli theta e phi mantenendo la distanza
if ( GetAngleByCubeFace( nCubeface, dTheta, dPhi)) {
// ricavo il vettore iniziale della telecamera
Vector3d v_q1 = m_vtDirCamera ;
// ricavo il vettore finale della telecamera
Vector3d v_q2 = FromSpherical( 1 , dPhi, dTheta) ;
// flag per rotazione necessaria o superflua
bool bDoRotation = true ;
// nuovi angoli nel caso di doppie rotazioni
double dTheta_new ; double dPhi_new ;
// controllo se voglio mettere la vista in Z+ o Z-
if ( AreSameOrOppositeVectorApprox( v_q2, Z_AX)) {
// controllo se sono giŕ in posizione questa posizione ( Z+ o Z-)
if ( AreSameVectorApprox( v_q1, v_q2)) {
// se sono giŕ orientato in maniera corretta non faccio nulla, altrimenti...
if ( abs( dTheta_orig - ( ANG_RIGHT - ANG_STRAIGHT)) > EPS_ANG_SMALL) {
Vector3d v_q1S = FromSpherical( 1, 90, dTheta_orig) ;
// ... ruoto la telecamera solo lungo theta
RotateCameraWithBlockedAngle( v_q1S, -Y_AX, dDist, true, 1, dTheta_orig, dPhi_orig, dTheta_new, dPhi_new) ;
}
bDoRotation = false ;
}
// se non sono in posizione Z+ o Z- e devo andare in una di queste due, allora...
else if ( ! (( v_q2.IsZplus() || v_q2.IsZminus()) &&
( abs( dTheta_orig - ( ANG_STRAIGHT + ANG_RIGHT)) < EPS_SMALL && v_q1.y < 0))) {
// controllo se sono nel caso limite della faccia quasi opposta
bool bForceCoeff = false ;
if ( abs( dTheta_orig - ( ANG_RIGHT)) < EPS_ANG_SMALL)
v_q1.Rotate( Z_AX, 5) ;
bHasTwoStep = true ;
// ... ruoto la telecamera solo lungo theta
RotateCameraWithBlockedAngle( v_q1, - Y_AX, 1, true, 1, dTheta_orig, dPhi_orig, dTheta_new, dPhi_new) ;
dTheta_Forced = ANG_RIGHT + ANG_STRAIGHT ;
v_q1 = FromSpherical( 1, dPhi_orig, dTheta_Forced) ;
}
}
// controllo se sono in posizione Z+ o Z- e devo sistemare la vista in un'altra posizione
else if ( AreSameOrOppositeVectorApprox( v_q1, Z_AX)) {
// ho giŕ controllato di non aver v_q1 e v_q2 paralleli...
double dTheta_S, dPhi_S , dLenS_ ;
v_q2.ToSpherical( &dLenS_, &dPhi_S, &dTheta_S) ;
if ( abs( dTheta_orig - dTheta_S) > EPS_SMALL) {
Vector3d v_q1S = FromSpherical( 1, 90, dTheta_orig) ;
// controllo nel caso di angoli opposti ( o quasi)
bool bForceCoeff = false ;
if ( abs( dTheta_S - ANG_RIGHT ) < EPS_ANG_SMALL) {
v_q1S.Rotate( Z_AX, dTheta_S - ANG_RIGHT >= 0 ? ANG_ROT_TOLL : -ANG_ROT_TOLL) ;
bForceCoeff = true ;
}
// ... ruoto la telecamera solo lungo theta
RotateCameraWithBlockedAngle( v_q1S, v_q2, dDist, bForceCoeff ? 2 : 1, 1, dTheta_orig, dPhi_orig,
dTheta_new, dPhi_new) ;
dTheta_Forced = dTheta_new ;
v_q1 = FromSpherical( 1, dPhi_orig, dTheta_Forced) ;
bHasTwoStep = true ;
}
else {
bHasTwoStep = true ;
dTheta_Forced = ANG_RIGHT + ANG_STRAIGHT ;
}
}
// se devo ruotare ... animazione mediante Slerp con parametro u tra 0 e 1
if ( bDoRotation)
RotateCameraWithBlockedAngle( v_q1, v_q2, dDist, true, bHasTwoStep ? 2 : 0, dTheta_Forced, dPhi_orig,
dTheta_new, dPhi_new) ;
}
// refresh finale per sicurezza
RedrawWindow() ;
// annullo il numero di elementi selezionati
m_nSelNbr = 0 ;
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::RotateCameraWithBlockedAngle( Vector3d vDirS, Vector3d vDirE, double dDist, int nAdaptSpeed,
int nBlockedAngle, double dTheta_orig, double dPhi_orig,
double& dTheta_new, double& dPhi_new)
{
// controllo dei parametri
if ( vDirS.IsSmall() || vDirE.IsSmall() || dDist < EPS_SMALL)
return false ;
if ( nBlockedAngle < 0 || nBlockedAngle > 2)
nBlockedAngle = 0 ;
vDirS.Normalize() ;
vDirE.Normalize() ;
// angolo per interpolazione sferica
double dAng = acos( vDirS * vDirE) ;
// imposto la velocitŕ di rotazione a seconda dell'angolo da percorrere... ( se richisto, altrimenti 1)
int nCoeff = 1 ;
if (( nAdaptSpeed == 1 && dAng * RADTODEG > ANG_RIGHT * ( 2.0 / 3.0) - 50 * EPS_ANG_SMALL) || nAdaptSpeed == 2)
nCoeff = 2 ;
double dThetaSs, dPhiSs, dLenSs, dThetaEs, dPhiEs, dLenEs ;
vDirS.ToSpherical( &dLenSs, &dPhiSs, &dThetaSs) ;
vDirE.ToSpherical( &dLenEs, &dPhiEs, &dThetaEs) ;
if (( abs ( abs( dThetaEs - dThetaSs) - ANG_STRAIGHT)) < 3 * ANG_ROT_TOLL + 5 * EPS_ANG_SMALL)
nCoeff = 4 ;
// ricavo i parametri per l'interpolazione sferica
for ( int u = 0 ; u <= 10 * nCoeff && abs( dAng) > EPS_SMALL ; ++ u) {
double du = u ;
if ( nCoeff == 2) du = 0.5 * u ;
if ( nCoeff == 4) du = 0.25 * u ;
Vector3d vSlerp = (( sin( 1 - 0.1 * du) * dAng) / sin( dAng)) * vDirS +
( sin( 0.1 * du * dAng) / sin( dAng)) * vDirE ;
double dTheta_u ,dPhi_u ,dLen ;
vSlerp.ToSpherical( &dLen, &dPhi_u, &dTheta_u) ;
if ( abs( u - 10 * nCoeff) < EPS_SMALL &&
( abs( dPhi_u) < EPS_ANG_SMALL || abs( dPhi_u - ANG_STRAIGHT) < EPS_ANG_SMALL))
dTheta_u = ANG_STRAIGHT + ANG_RIGHT ;
SetCamera( nBlockedAngle == 1 ? dPhi_orig : dPhi_u,
nBlockedAngle == 2 ? dTheta_orig : dTheta_u, dDist) ;
RedrawWindow() ;
dTheta_new = dTheta_u ;
dPhi_new = dPhi_u ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::GetAngleByCubeFace( int nFaceId, double &dTheta, double &dPhi)
{
switch ( nFaceId)
{
case 1 : // TOP
dPhi = 0 ; dTheta = 270 ;
break ;
case 2 : // BOTTOM
dPhi = 180 ; dTheta = 270 ;
break ;
case 3 : // RIGHT
dPhi = 90 ; dTheta = 0 ;
break ;
case 4 : // LEFT
dPhi = 90 ; dTheta = 180 ;
break ;
case 5 : // FRONT
dPhi = 90 ; dTheta = 90 ;
break ;
case 6 : // BACK
dPhi = 90 ; dTheta = 270 ;
break ;
case 7 : // TOP-RIGHT
dPhi = 45 ; dTheta = 0 ;
break ;
case 8 : // TOP-LEFT
dPhi = 45 ; dTheta = 180 ;
break ;
case 9 : // BOTTOM-RIGHT
dPhi = 225 ; dTheta = 180 ;
break ;
case 10 : // BOTTOM-LEFT
dPhi = 225 ; dTheta = 0 ;
break ;
case 11 : // TOP-FRONT
dPhi = 45 ; dTheta = 90 ;
break ;
case 12 : // TOP-BACK
dPhi = 45 ; dTheta = 270 ;
break ;
case 13 : // BOTTOM-FRONT
dPhi = 225 ; dTheta = 270 ;
break ;
case 14 : // BOTTOM-BACK
dPhi = 225 ; dTheta = 90 ;
break ;
case 15 : // RIGHT-FRONT
dPhi = 90 ; dTheta = 45 ;
break ;
case 16 : // LEFT-FRONT
dPhi = 90 ; dTheta = 135 ;
break ;
case 17 : // RIGHT-BACK
dPhi = 90 ; dTheta = 315 ;
break ;
case 18 : // LEFT-BACK
dPhi = 90 ; dTheta = 225 ;
break ;
case 19 : // TOP-RIGHT-FRONT
dPhi = 45 ; dTheta = 45 ;
break ;
case 20 : // TOP-LEFT-FRONT
dPhi = 45 ; dTheta = 135 ;
break ;
case 21 : // TOP-RIGHT-BACK
dPhi = 45 ; dTheta = 315 ;
break ;
case 22 : // TOP-LEFT-BACK
dPhi = 45 ; dTheta = 225 ;
break ;
case 23 : // BOTTOM-RIGHT-FRONT
dPhi = 135 ; dTheta = 45 ;
break ;
case 24 : // BOTTOM-LEFT-FRONT
dPhi = 135 ; dTheta = 135 ;
break ;
case 25 : // BOTTOM-RIGHT-BACK
dPhi = 135 ; dTheta = 315 ;
break ;
case 26: // BOTTOM-LEFT-BACK
dPhi = 135 ; dTheta = 215 ;
break ;
default :
break ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
Scene::SetGlobCubeParameters( int nPosFlag, double dDistX, double dDistY, double dLenEdge)
{
// controllo ammissibilitŕ dei parametri
if ( nPosFlag < 0 || nPosFlag > 4 ||
dDistX < 0 || dDistY < 0 ||
dLenEdge < MIN_EDGE_SIZE || dLenEdge > MAX_EDGE_SIZE )
return false ;
// se visualizzazione del cubo non ammessa, esco
if ( nPosFlag == 0) {
m_bShowGlobCube = false ;
return true ;
}
// imposto il flag di scelta dell'angolo del cubetto
m_nCube_Flag = nPosFlag ;
// recupero la matrice viewport
GLint Viewport[4] ;
glGetIntegerv( GL_VIEWPORT, Viewport) ;
// imposto le coordinate del centro del cubo ( X e Y coordinate in ViewPort)
double dCoordX = 0 ;
double dCoordY = 0 ;
switch ( m_nCube_Flag)
{
case 1 : // cubo in alto a destra
dCoordX = Viewport[2] - dDistX ;
dCoordY = dDistY ;
break ;
case 2 : // cubo in alto a sinistra
dCoordX = dDistX ;
dCoordY = dDistY ;
break ;
case 3 : // cubo in basso a sinistra
dCoordX = dDistX ;
dCoordY = Viewport[3] - dDistY ;
break ;
case 4 : // cubo in basso a destra
dCoordX = Viewport[2] - dDistX ;
dCoordY = Viewport[3] - dDistY ;
break ;
default :
return false ;
break ;
}
// controllo che il cubo stia nella Viewport verticale con l'ingombro del suo lato
if ( dCoordX <= sqrt( 3) * dLenEdge * 0.5 * sqrt( 2) * 0.5 + 3 ||
dCoordX >= Viewport[2] - sqrt( 3) * dLenEdge * 0.5 * sqrt( 2) / 2 - 3)
return false ;
// controllo che il cubo stia nella Viewport orizzontale con l'ingombro del suo lato
if ( dCoordY <= Viewport[1] + sqrt( 3) * dLenEdge * 0.5 * sqrt( 2) * 0.5 + 3 ||
dCoordY >= Viewport[3] - sqrt( 3) * dLenEdge * 0.5 * sqrt( 2) * 0.5 - 3)
return false ;
// imposto le variabili membro
m_dCubeX = dCoordX ;
m_dCubeY = dCoordY ;
m_dCubeEdge = dLenEdge ;
return true ;
}