mirror of https://github.com/vitalif/openscad
Clifford Wolf:
Added advanced camera handling and crosshairs git-svn-id: http://svn.clifford.at/openscad/trunk@98 b57f626f-c46c-0410-a088-ec61d464b74cstl_dim
parent
f52fdc4f4d
commit
354ce0d5c8
118
glview.cc
118
glview.cc
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@ -20,6 +20,7 @@
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#include "openscad.h"
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#include <QApplication>
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#include <QWheelEvent>
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#include <QMouseEvent>
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@ -28,8 +29,12 @@
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GLView::GLView(QWidget *parent) : QGLWidget(parent)
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{
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viewer_distance = 500;
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object_rot_y = 35;
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object_rot_x = 35;
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object_rot_y = 0;
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object_rot_z = 25;
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object_trans_x = 0;
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object_trans_y = 0;
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object_trans_z = 0;
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mouse_drag_active = false;
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last_mouse_x = 0;
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@ -37,6 +42,7 @@ GLView::GLView(QWidget *parent) : QGLWidget(parent)
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orthomode = false;
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showaxis = false;
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showcrosshairs = false;
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renderfunc = NULL;
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renderfunc_vp = NULL;
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@ -198,9 +204,40 @@ void GLView::paintGL()
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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glRotated(object_rot_y, 1.0, 0.0, 0.0);
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glRotated(object_rot_x, 1.0, 0.0, 0.0);
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glRotated(object_rot_y, 0.0, 1.0, 0.0);
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glRotated(object_rot_z, 0.0, 0.0, 1.0);
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if (showcrosshairs)
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{
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glLineWidth(3);
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glColor3d(0.5, 0.0, 0.0);
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glBegin(GL_LINES);
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for (double xf = -1; xf <= +1; xf += 2)
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for (double yf = -1; yf <= +1; yf += 2) {
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double vd = viewer_distance/20;
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glVertex3d(-xf*vd, -yf*vd, -vd);
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glVertex3d(+xf*vd, +yf*vd, +vd);
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}
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glEnd();
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}
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glTranslated(object_trans_x, object_trans_y, object_trans_z);
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if (showaxis)
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{
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glLineWidth(1);
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glColor3d(0.5, 0.5, 0.5);
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glBegin(GL_LINES);
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glVertex3d(-viewer_distance/10, 0, 0);
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glVertex3d(+viewer_distance/10, 0, 0);
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glVertex3d(0, -viewer_distance/10, 0);
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glVertex3d(0, +viewer_distance/10, 0);
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glVertex3d(0, 0, -viewer_distance/10);
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glVertex3d(0, 0, +viewer_distance/10);
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glEnd();
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}
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glDepthFunc(GL_LESS);
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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@ -222,7 +259,12 @@ void GLView::paintGL()
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-(1/w_h_ratio)*1000/10, +(1/w_h_ratio)*1000/10,
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-FAR_FAR_AWAY, +FAR_FAR_AWAY);
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gluLookAt(0.0, -1000, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotated(object_rot_x, 1.0, 0.0, 0.0);
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glRotated(object_rot_y, 0.0, 1.0, 0.0);
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glRotated(object_rot_z, 0.0, 0.0, 1.0);
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glLineWidth(1);
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glColor3d(0.0, 0.0, 1.0);
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@ -257,6 +299,7 @@ void GLView::paintGL()
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glLoadIdentity();
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glTranslated(-1, -1, 0);
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glScaled(2.0/viewport[2], 2.0/viewport[3], 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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@ -303,6 +346,41 @@ void GLView::mousePressEvent(QMouseEvent *event)
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last_mouse_y = event->globalY();
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grabMouse();
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setFocus();
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updateGL();
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}
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static void mat_id(double *trg)
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{
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for (int i = 0; i < 16; i++)
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trg[i] = i%5 == 0;
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}
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static void mat_mul(double *trg, const double *m1, const double *m2)
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{
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double m[16];
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for (int x = 0; x < 4; x++)
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for (int y = 0; y < 4; y++)
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{
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m[x+y*4] = 0;
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for (int i = 0; i < 4; i++)
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m[x+y*4] += m1[i+y*4] * m2[x+i*4];
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}
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for (int i = 0; i < 16; i++)
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trg[i] = m[i];
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}
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static void mat_rot(double *trg, double angle, double x, double y, double z)
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{
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double s = sin(M_PI*angle/180), c = cos(M_PI*angle/180);
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double cc = 1 - c;
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double m[16] = {
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x*x*cc+c, x*y*cc-z*s, x*z*cc+y*s, 0,
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y*x*cc+z*s, y*y*cc+c, y*z*cc-x*s, 0,
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x*z*cc-y*s, y*z*cc+x*s, z*z*cc+c, 0,
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0, 0, 0, 1
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};
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for (int i = 0; i < 16; i++)
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trg[i] = m[i];
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}
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void GLView::mouseMoveEvent(QMouseEvent *event)
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@ -310,8 +388,39 @@ void GLView::mouseMoveEvent(QMouseEvent *event)
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int this_mouse_x = event->globalX();
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int this_mouse_y = event->globalY();
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if (mouse_drag_active) {
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object_rot_y += (this_mouse_y-last_mouse_y) * 0.7;
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object_rot_z += (this_mouse_x-last_mouse_x) * 0.7;
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if ((event->buttons() & Qt::LeftButton) != 0) {
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object_rot_x += (this_mouse_y-last_mouse_y) * 0.7;
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if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0)
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object_rot_y += (this_mouse_x-last_mouse_x) * 0.7;
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else
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object_rot_z += (this_mouse_x-last_mouse_x) * 0.7;
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} else {
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double mx = +(this_mouse_x-last_mouse_x) * viewer_distance/1000;
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double my = -(this_mouse_y-last_mouse_y) * viewer_distance/1000;
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double rx[16], ry[16], rz[16], tm[16];
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mat_rot(rx, -object_rot_x, 1.0, 0.0, 0.0);
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mat_rot(ry, -object_rot_y, 0.0, 1.0, 0.0);
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mat_rot(rz, -object_rot_z, 0.0, 0.0, 1.0);
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mat_id(tm);
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mat_mul(tm, rx, tm);
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mat_mul(tm, ry, tm);
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mat_mul(tm, rz, tm);
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double vec[16] = {
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0, 0, 0, mx,
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0, 0, 0, 0,
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0, 0, 0, my,
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0, 0, 0, 1
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};
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if ((QApplication::keyboardModifiers() & Qt::ShiftModifier) != 0) {
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vec[3] = 0;
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vec[7] = my;
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vec[11] = 0;
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}
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mat_mul(tm, tm, vec);
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object_trans_x += tm[3];
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object_trans_y += tm[7];
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object_trans_z += tm[11];
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}
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updateGL();
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}
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last_mouse_x = this_mouse_x;
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@ -322,5 +431,6 @@ void GLView::mouseReleaseEvent(QMouseEvent*)
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{
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mouse_drag_active = false;
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releaseMouse();
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updateGL();
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}
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42
mainwin.cc
42
mainwin.cc
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@ -163,6 +163,8 @@ MainWindow::MainWindow(const char *filename)
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actViewModeShowEdges->setCheckable(true);
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actViewModeShowAxis = menu->addAction("Show Axis", this, SLOT(viewModeShowAxis()));
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actViewModeShowAxis->setCheckable(true);
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actViewModeShowCrosshairs = menu->addAction("Show Crosshairs", this, SLOT(viewModeShowCrosshairs()));
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actViewModeShowCrosshairs->setCheckable(true);
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actViewModeAnimate = menu->addAction("Animate", this, SLOT(viewModeAnimate()));
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actViewModeAnimate->setCheckable(true);
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@ -1134,6 +1136,12 @@ void MainWindow::viewModeShowAxis()
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screen->updateGL();
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}
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void MainWindow::viewModeShowCrosshairs()
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{
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screen->showcrosshairs = actViewModeShowCrosshairs->isChecked();
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screen->updateGL();
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}
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void MainWindow::viewModeAnimate()
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{
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if (actViewModeAnimate->isChecked()) {
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@ -1147,50 +1155,78 @@ void MainWindow::viewModeAnimate()
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void MainWindow::viewAngleTop()
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{
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screen->object_rot_y = 90;
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screen->object_rot_x = 90;
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screen->object_rot_y = 0;
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screen->object_rot_z = 0;
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screen->object_trans_x = 0;
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screen->object_trans_y = 0;
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screen->object_trans_z = 0;
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screen->updateGL();
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}
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void MainWindow::viewAngleBottom()
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{
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screen->object_rot_y = 270;
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screen->object_rot_x = 270;
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screen->object_rot_y = 0;
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screen->object_rot_z = 0;
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screen->object_trans_x = 0;
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screen->object_trans_y = 0;
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screen->object_trans_z = 0;
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screen->updateGL();
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}
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void MainWindow::viewAngleLeft()
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{
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screen->object_rot_x = 0;
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screen->object_rot_y = 0;
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screen->object_rot_z = 90;
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screen->object_trans_x = 0;
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screen->object_trans_y = 0;
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screen->object_trans_z = 0;
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screen->updateGL();
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}
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void MainWindow::viewAngleRight()
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{
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screen->object_rot_x = 0;
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screen->object_rot_y = 0;
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screen->object_rot_z = 270;
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screen->object_trans_x = 0;
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screen->object_trans_y = 0;
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screen->object_trans_z = 0;
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screen->updateGL();
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}
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void MainWindow::viewAngleFront()
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{
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screen->object_rot_x = 0;
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screen->object_rot_y = 0;
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screen->object_rot_z = 0;
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screen->object_trans_x = 0;
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screen->object_trans_y = 0;
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screen->object_trans_z = 0;
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screen->updateGL();
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}
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void MainWindow::viewAngleBack()
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{
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screen->object_rot_x = 0;
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screen->object_rot_y = 0;
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screen->object_rot_z = 180;
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screen->object_trans_x = 0;
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screen->object_trans_y = 0;
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screen->object_trans_z = 0;
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screen->updateGL();
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}
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void MainWindow::viewAngleDiagonal()
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{
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screen->object_rot_y = 35;
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screen->object_rot_x = 35;
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screen->object_rot_y = 0;
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screen->object_rot_z = 25;
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screen->object_trans_x = 0;
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screen->object_trans_y = 0;
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screen->object_trans_z = 0;
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screen->updateGL();
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}
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@ -646,10 +646,15 @@ public:
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bool orthomode;
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bool showaxis;
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bool showcrosshairs;
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double viewer_distance;
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double object_rot_x;
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double object_rot_y;
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double object_rot_z;
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double object_trans_x;
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double object_trans_y;
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double object_trans_z;
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double w_h_ratio;
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GLint shaderinfo[11];
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@ -754,6 +759,7 @@ public:
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QAction *actViewModeThrownTogether;
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QAction *actViewModeShowEdges;
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QAction *actViewModeShowAxis;
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QAction *actViewModeShowCrosshairs;
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QAction *actViewModeAnimate;
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QAction *actViewPerspective;
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QAction *actViewOrthogonal;
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@ -770,6 +776,7 @@ private slots:
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void viewModeThrownTogether();
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void viewModeShowEdges();
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void viewModeShowAxis();
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void viewModeShowCrosshairs();
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void viewModeAnimate();
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void viewAngleTop();
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void viewAngleBottom();
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