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Removed unused methods from 3DScene
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30a3b2179b
commit
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3 changed files with 74 additions and 110 deletions
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@ -15,7 +15,6 @@
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#include <iostream>
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#include <float.h>
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static const bool TURNTABLE_MODE = true;
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static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
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static const float GROUND_Z = -0.02f;
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@ -1082,10 +1081,12 @@ GLCanvas3D::~GLCanvas3D()
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bool GLCanvas3D::init(bool useVBOs, bool use_legacy_opengl)
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{
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::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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::glEnable(GL_DEPTH_TEST);
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::glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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::glClearDepth(1.0f);
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::glDepthFunc(GL_LEQUAL);
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::glDepthFunc(GL_LESS);
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::glEnable(GL_DEPTH_TEST);
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::glEnable(GL_CULL_FACE);
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1109,6 +1110,14 @@ bool GLCanvas3D::init(bool useVBOs, bool use_legacy_opengl)
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GLfloat diffuse[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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// light from above
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GLfloat position1[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT0, GL_POSITION, position1);
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GLfloat specular1[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_SPECULAR, specular1);
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GLfloat diffuse1[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse1);
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// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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::glShadeModel(GL_SMOOTH);
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@ -1574,21 +1583,7 @@ void GLCanvas3D::render(bool useVBOs) const
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if (m_canvas == nullptr)
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return;
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Pointf3 neg_target = get_camera_target().negative();
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::glTranslatef((GLfloat)neg_target.x, (GLfloat)neg_target.y, (GLfloat)neg_target.z);
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// light from above
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GLfloat position0[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT0, GL_POSITION, position0);
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GLfloat specular[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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GLfloat diffuse[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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// Head light
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GLfloat position1[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT1, GL_POSITION, position1);
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_camera_tranform();
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_picking_pass();
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_render_background();
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_render_bed();
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@ -1941,27 +1936,8 @@ float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) co
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// project the bbox vertices on a plane perpendicular to the camera forward axis
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// then calculates the vertices coordinate on this plane along the camera xy axes
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// we need the view matrix, we let opengl calculate it(same as done in render sub)
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::glMatrixMode(GL_MODELVIEW);
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::glLoadIdentity();
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if (TURNTABLE_MODE)
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{
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// Turntable mode is enabled by default.
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::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); // pitch
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::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw
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}
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else
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{
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// Shift the perspective camera.
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Pointf3 camera_pos(0.0, 0.0, -(coordf_t)get_camera_distance());
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::glTranslatef((float)camera_pos.x, (float)camera_pos.y, (float)camera_pos.z);
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// my @rotmat = quat_to_rotmatrix($self->quat); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
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// glMultMatrixd_p(@rotmat[0..15]); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
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}
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const Pointf3& target = get_camera_target();
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::glTranslatef(-(float)target.x, -(float)target.y, -(float)target.z);
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// we need the view matrix, we let opengl calculate it (same as done in render())
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_camera_tranform();
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// get the view matrix back from opengl
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GLfloat matrix[16];
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@ -2055,6 +2031,18 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
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}
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}
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void GLCanvas3D::_camera_tranform() const
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{
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::glMatrixMode(GL_MODELVIEW);
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::glLoadIdentity();
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::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); // pitch
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::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw
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Pointf3 neg_target = get_camera_target().negative();
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::glTranslatef((GLfloat)neg_target.x, (GLfloat)neg_target.y, (GLfloat)neg_target.z);
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}
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void GLCanvas3D::_picking_pass() const
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{
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if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr))
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