/********************************************************************** Eyecandy - Draw arrows etc. inside the Avogadro scene Copyright (C) 2007,2008 by Marcus D. Hanwell Copyright (C) 2006,2007 by Benoit Jacob This file is part of the Avogadro molecular editor project. For more information, see Avogadro is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Avogadro is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. **********************************************************************/ #include "eyecandy.h" #include #define TESS_LEVEL 32 #define RIBBON_WIDTH 0.05 #define RIBBON_LENGTH 0.6 #define RIBBON_ARROW_WIDTH 0.15 #define RIBBON_ARROW_LENGTH 0.25 #define RIBBON_APERTURE 0.07 #define MINIMUM_APPARENT_SIZE 0.04 #define MAXIMUM_APPARENT_SIZE 0.1 #define SIZE_FACTOR_WHEN_NOTHING_CLICKED 0.1 #define ZOOM_SIZE_FACTOR 0.3 #define ATOM_SIZE_FACTOR 1.1 using Eigen::Vector3d; namespace Avogadro { void Eyecandy::drawRotationHorizRibbon() { glBegin(GL_QUAD_STRIP); for(int i = 0; i <= TESS_LEVEL; i++) { double alpha = m_xAngleStart + (static_cast(i) / TESS_LEVEL) * (m_xAngleEnd - m_xAngleStart); Vector3d v = cos(alpha) * m_xAxis + sin(alpha) * m_zAxis; Vector3d v1 = v - RIBBON_WIDTH * m_yAxis; Vector3d v2 = v + RIBBON_WIDTH * m_yAxis; glNormal3dv(v.data()); glVertex3dv((m_center + m_radius * v1).eval().data()); glVertex3dv((m_center + m_radius * v2).eval().data()); } glEnd(); } void Eyecandy::drawRotationVertRibbon() { glBegin(GL_QUAD_STRIP); for(int i = 0; i <= TESS_LEVEL; i++) { double alpha = m_yAngleStart + (static_cast(i) / TESS_LEVEL) * (m_yAngleEnd - m_yAngleStart); Vector3d v = cos(alpha) * m_yAxis + sin(alpha) * m_zAxis; Vector3d v1 = v - RIBBON_WIDTH * m_xAxis; Vector3d v2 = v + RIBBON_WIDTH * m_xAxis; glNormal3dv(v.data()); glVertex3dv((m_center + m_radius * v2).eval().data()); glVertex3dv((m_center + m_radius * v1).eval().data()); } glEnd(); } void Eyecandy::drawRotationLeftArrow() { Vector3d v = cos(m_xAngleEnd) * m_xAxis + sin(m_xAngleEnd) * m_zAxis; Vector3d v1 = v + RIBBON_ARROW_WIDTH * m_yAxis; Vector3d v2 = v - RIBBON_ARROW_WIDTH * m_yAxis; Vector3d v3 = v + RIBBON_ARROW_LENGTH * v.cross(m_yAxis); glBegin(GL_TRIANGLES); glNormal3dv(v.data()); glVertex3dv((m_center + m_radius * v1).eval().data()); glVertex3dv((m_center + m_radius * v3).eval().data()); glVertex3dv((m_center + m_radius * v2).eval().data()); glEnd(); } void Eyecandy::drawRotationRightArrow() { Vector3d v = cos(m_xAngleStart) * m_xAxis + sin(m_xAngleStart) * m_zAxis; Vector3d v1 = v - RIBBON_ARROW_WIDTH * m_yAxis; Vector3d v2 = v + RIBBON_ARROW_WIDTH * m_yAxis; Vector3d v3 = v - RIBBON_ARROW_LENGTH * v.cross(m_yAxis); glBegin(GL_TRIANGLES); glNormal3dv(v.data()); glVertex3dv((m_center + m_radius * v1).eval().data()); glVertex3dv((m_center + m_radius * v3).eval().data()); glVertex3dv((m_center + m_radius * v2).eval().data()); glEnd(); } void Eyecandy::drawRotationUpArrow() { Vector3d v = cos(m_yAngleStart) * m_yAxis + sin(m_yAngleStart) * m_zAxis; Vector3d v1 = v - RIBBON_ARROW_WIDTH * m_xAxis; Vector3d v2 = v + RIBBON_ARROW_WIDTH * m_xAxis; Vector3d v3 = v + RIBBON_ARROW_LENGTH * v.cross(m_xAxis); glBegin(GL_TRIANGLES); glNormal3dv(v.data()); glVertex3dv((m_center + m_radius * v1).eval().data()); glVertex3dv((m_center + m_radius * v2).eval().data()); glVertex3dv((m_center + m_radius * v3).eval().data()); glEnd(); } void Eyecandy::drawRotationDownArrow() { Vector3d v = cos(m_yAngleEnd) * m_yAxis + sin(m_yAngleEnd) * m_zAxis; Vector3d v1 = v + RIBBON_ARROW_WIDTH * m_xAxis; Vector3d v2 = v - RIBBON_ARROW_WIDTH * m_xAxis; Vector3d v3 = v - RIBBON_ARROW_LENGTH * v.cross(m_xAxis); glBegin(GL_TRIANGLES); glNormal3dv(v.data()); glVertex3dv((m_center + m_radius * v1).eval().data()); glVertex3dv((m_center + m_radius * v2).eval().data()); glVertex3dv((m_center + m_radius * v3).eval().data()); glEnd(); } void Eyecandy::drawRotation(GLWidget *widget, Atom *clickedAtom, double xAngle, double yAngle, const Eigen::Vector3d *center) { if(clickedAtom) { drawRotation(widget, clickedAtom->pos(), qMax(widget->radius(clickedAtom) * ATOM_SIZE_FACTOR, MINIMUM_APPARENT_SIZE * widget->camera()->distance(*center)), xAngle, yAngle); } else { drawRotation(widget, center, qMin( qMax( qMax(widget->radius() * SIZE_FACTOR_WHEN_NOTHING_CLICKED, CAMERA_NEAR_DISTANCE), MINIMUM_APPARENT_SIZE * widget->camera()->distance(*center)), MAXIMUM_APPARENT_SIZE * widget->camera()->distance(*center)), xAngle, yAngle); } } void Eyecandy::drawRotation(GLWidget *widget, const Eigen::Vector3d *center, double radius, double xAngle, double yAngle) { m_center = *center; m_radius = radius; m_xAngleStart = 2.0 * M_PI * (0.25 + RIBBON_APERTURE) - xAngle; m_xAngleEnd = 2.0 * M_PI * (1.25 - RIBBON_APERTURE) - xAngle; m_yAngleStart = 2.0 * M_PI * (0.25 + RIBBON_APERTURE) + yAngle; m_yAngleEnd = 2.0 * M_PI * (1.25 - RIBBON_APERTURE) + yAngle; m_xAxis = widget->camera()->backTransformedXAxis(); m_yAxis = widget->camera()->backTransformedYAxis(); m_zAxis = widget->camera()->backTransformedZAxis(); m_color.applyAsMaterials(); //draw back faces glCullFace(GL_FRONT); drawRotationHorizRibbon(); drawRotationVertRibbon(); drawRotationRightArrow(); drawRotationLeftArrow(); drawRotationUpArrow(); drawRotationDownArrow(); //draw front faces glCullFace(GL_BACK); // this restores the default culling behaviour drawRotationHorizRibbon(); drawRotationVertRibbon(); drawRotationRightArrow(); drawRotationLeftArrow(); drawRotationUpArrow(); drawRotationDownArrow(); } void Eyecandy::drawTranslation(GLWidget *widget, Atom *clickedAtom, const Eigen::Vector3d *center) { if(clickedAtom) { drawTranslation(widget, center, qMax(widget->radius(clickedAtom) * ATOM_SIZE_FACTOR, MINIMUM_APPARENT_SIZE * widget->camera()->distance(*center)), widget->radius(clickedAtom)); } else { drawTranslation(widget, center, qMin( qMax( qMax(widget->radius() * SIZE_FACTOR_WHEN_NOTHING_CLICKED, CAMERA_NEAR_DISTANCE), MINIMUM_APPARENT_SIZE * widget->camera()->distance(*center)), MAXIMUM_APPARENT_SIZE * widget->camera()->distance(*center)), 0.); } } void Eyecandy::drawTranslation(GLWidget *widget, const Eigen::Vector3d *center, double size, double shift) { glDisable(GL_LIGHTING); m_color.apply(); // Set up the axes and some vectors to work with Vector3d xAxis = widget->camera()->backTransformedXAxis(); Vector3d yAxis = widget->camera()->backTransformedYAxis(); Vector3d zAxis = widget->camera()->backTransformedZAxis(); Vector3d v; // Horizontal arrow, pointing left v = *center + shift * zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); v += RIBBON_LENGTH * size * xAxis; glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_LENGTH*size*xAxis).eval().data()); glEnd(); // Horizontal arrow, pointing right v = *center + shift*zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); v -= RIBBON_LENGTH*size * xAxis; glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_LENGTH*size*xAxis).eval().data()); glEnd(); // Vertical arrow, pointing up v = *center + shift*zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); v += RIBBON_LENGTH*size * yAxis; glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_LENGTH*size*yAxis).eval().data()); glEnd(); // Vertical arrow, pointing down v = *center + shift*zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); v -= RIBBON_LENGTH*size * yAxis; glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_LENGTH*size*yAxis).eval().data()); glEnd(); glEnable(GL_LIGHTING); } void Eyecandy::drawZoom(GLWidget *widget, Atom *clickedAtom, const Eigen::Vector3d *center) { if(clickedAtom) { drawZoom(widget, center, widget->radius(clickedAtom) * 2); } else { // zoom with respect to molecule's center: let's not draw any eyecandy // as I can't think of any that would be useful. drawZoom(widget, center, widget->radius()); // qMin( // qMax( // qMax(widget->radius() * SIZE_FACTOR_WHEN_NOTHING_CLICKED, CAMERA_NEAR_DISTANCE), // MINIMUM_APPARENT_SIZE * widget->camera()->distance(center)), // MAXIMUM_APPARENT_SIZE * widget->camera()->distance(center))); } } void Eyecandy::drawZoom(GLWidget *widget, const Eigen::Vector3d *center, double size) { widget->painter()->setColor(&m_color); // glEnable( GL_BLEND ); // widget->painter()->drawSphere(center, radius); // glDisable( GL_BLEND ); // glEnable(GL_BLEND); glDisable(GL_LIGHTING); // glDepthMask(GL_FALSE); //draw back faces glDisable(GL_CULL_FACE); m_color.apply(); // Set up the axes and some vectors to work with Vector3d xAxis = widget->camera()->backTransformedXAxis(); Vector3d yAxis = widget->camera()->backTransformedYAxis(); Vector3d zAxis = widget->camera()->backTransformedZAxis(); Vector3d v; // Horizontal arrow, pointing left v = *center; // * zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); v += RIBBON_LENGTH * size * zAxis; glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_LENGTH*size*zAxis).eval().data()); glEnd(); // Horizontal arrow, pointing right v = *center; // + shift*zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); v -= RIBBON_LENGTH*size * zAxis; glVertex3dv((v - RIBBON_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*yAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*yAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_LENGTH*size*zAxis).eval().data()); glEnd(); // Vertical arrow, pointing up v = *center; // + shift*zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); v += RIBBON_LENGTH*size * zAxis; glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v + RIBBON_ARROW_LENGTH*size*zAxis).eval().data()); glEnd(); // Vertical arrow, pointing down v = *center; // + shift*zAxis; glBegin(GL_QUAD_STRIP); glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); v -= RIBBON_LENGTH*size * zAxis; glVertex3dv((v + RIBBON_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_WIDTH*size*xAxis).eval().data()); glEnd(); glBegin(GL_TRIANGLES); glVertex3dv((v + RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_WIDTH*size*xAxis).eval().data()); glVertex3dv((v - RIBBON_ARROW_LENGTH*size*zAxis).eval().data()); glEnd(); //draw back faces glEnable(GL_CULL_FACE); // glDisable(GL_BLEND); glEnable(GL_LIGHTING); // glDepthMask(GL_TRUE); } void Eyecandy::setColor(const double red, const double green, const double blue, const double alpha) { m_color.set(red, green, blue, alpha); } Color *Eyecandy::color() { return &m_color; } }