#ifndef GLVIEW_H_ #define GLVIEW_H_ #include "system-gl.h" #include #include #include #include class QGLView : public QGLWidget { Q_OBJECT Q_PROPERTY(bool showFaces READ showFaces WRITE setShowFaces); Q_PROPERTY(bool showEdges READ showEdges WRITE setShowEdges); Q_PROPERTY(bool showAxes READ showAxes WRITE setShowAxes); Q_PROPERTY(bool showCrosshairs READ showCrosshairs WRITE setShowCrosshairs); Q_PROPERTY(bool orthoMode READ orthoMode WRITE setOrthoMode); public: QGLView(QWidget *parent = NULL); QGLView(const QGLFormat & format, QWidget *parent = NULL); void setRenderer(class Renderer* r); #ifdef ENABLE_OPENCSG bool hasOpenCSGSupport() { return this->opencsg_support; } #endif // Properties bool showFaces() const { return this->showfaces; } void setShowFaces(bool enabled) { this->showfaces = enabled; } bool showEdges() const { return this->showedges; } void setShowEdges(bool enabled) { this->showedges = enabled; } bool showAxes() const { return this->showaxes; } void setShowAxes(bool enabled) { this->showaxes = enabled; } bool showCrosshairs() const { return this->showcrosshairs; } void setShowCrosshairs(bool enabled) { this->showcrosshairs = enabled; } bool orthoMode() const { return this->orthomode; } void setOrthoMode(bool enabled) { this->orthomode = enabled; } const std::string &getRendererInfo() const { return this->rendererInfo; } public: QLabel *statusLabel; Eigen::Vector3d object_rot; Eigen::Vector3d object_trans; Eigen::Vector3d camera_eye; Eigen::Vector3d camera_center; GLint shaderinfo[11]; #ifdef ENABLE_OPENCSG bool opencsg_support; int opencsg_id; #endif private: void init(); Renderer *renderer; std::string rendererInfo; bool showfaces; bool showedges; bool showaxes; bool showcrosshairs; bool orthomode; double viewer_distance; double w_h_ratio; bool mouse_drag_active; QPoint last_mouse; void keyPressEvent(QKeyEvent *event); void wheelEvent(QWheelEvent *event); void mousePressEvent(QMouseEvent *event); void mouseMoveEvent(QMouseEvent *event); void mouseReleaseEvent(QMouseEvent *event); void initializeGL(); void resizeGL(int w, int h); void setupPerspective(); void setupOrtho(double distance,bool offset=false); void paintGL(); void normalizeAngle(GLdouble& angle); #ifdef ENABLE_OPENCSG bool is_opencsg_capable; bool has_shaders; private slots: void display_opencsg_warning(); #endif signals: void doAnimateUpdate(); }; #endif