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The spacemouse driver, particularly on Mac, is extremely unstable and causes crashes even when not being used. This places the interface behind an advanced config flag to ensure that users can affirmatively opt-in to the potential for crashes
162 lines
4.9 KiB
C++
162 lines
4.9 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file eda_3d_canvas_pivot.cpp
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* @brief Implementation of a 3d cursor
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*/
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#include "../common_ogl/openGL_includes.h"
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#include "../common_ogl/ogl_utils.h"
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#include "eda_3d_canvas.h"
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static void pivot_render_triangles( float t )
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{
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wxASSERT( t >= 0.0f );
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SFVEC3F vertexPointer[12];
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const float u = 1.0f / 6.0f;
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vertexPointer[0] = SFVEC3F( ( -3.0f + t ) * u, -2.0f * u, 0.0f );
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vertexPointer[1] = SFVEC3F( ( -3.0f + t ) * u, 2.0f * u, 0.0f );
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vertexPointer[2] = SFVEC3F( ( -1.0f + t ) * u, 0.0f * u, 0.0f );
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vertexPointer[3] = SFVEC3F( -2.0f * u, ( -3.0f + t ) * u, 0.0f );
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vertexPointer[4] = SFVEC3F( 2.0f * u, ( -3.0f + t ) * u, 0.0f );
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vertexPointer[5] = SFVEC3F( 0.0f * u, ( -1.0f + t ) * u, 0.0f );
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vertexPointer[6] = SFVEC3F( ( 3.0f - t ) * u, -2.0f * u, 0.0f );
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vertexPointer[7] = SFVEC3F( ( 3.0f - t ) * u, 2.0f * u, 0.0f );
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vertexPointer[8] = SFVEC3F( ( 1.0f - t ) * u, 0.0f * u, 0.0f );
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vertexPointer[9] = SFVEC3F( 2.0f * u, ( 3.0f - t ) * u, 0.0f );
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vertexPointer[10] = SFVEC3F( -2.0f * u, ( 3.0f - t ) * u, 0.0f );
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vertexPointer[11] = SFVEC3F( 0.0f * u, ( 1.0f - t ) * u, 0.0f );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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glDisableClientState( GL_COLOR_ARRAY );
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glDisableClientState( GL_NORMAL_ARRAY );
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glEnableClientState( GL_VERTEX_ARRAY );
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glVertexPointer( 3, GL_FLOAT, 0, vertexPointer );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glDrawArrays( GL_TRIANGLES, 0, 4 * 3 );
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glDisable( GL_BLEND );
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glDisableClientState( GL_VERTEX_ARRAY );
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}
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void EDA_3D_CANVAS::render_pivot( float t, float aScale )
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{
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wxASSERT( aScale >= 0.0f );
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wxASSERT( t >= 0.0f );
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if( t > 1.0f )
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t = 1.0f;
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const SFVEC3F &lookAtPos = m_camera.GetLookAtPos_T1();
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glDisable( GL_LIGHTING );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_CULL_FACE );
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// Set projection and modelview matrixes
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glMatrixMode( GL_PROJECTION );
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glLoadMatrixf( glm::value_ptr( m_camera.GetProjectionMatrix() ) );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glLoadMatrixf( glm::value_ptr( m_camera.GetViewMatrix() ) );
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glEnable( GL_COLOR_MATERIAL );
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glColor4f( 0.0f, 1.0f, 0.0f, 0.75f - t * 0.75f );
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// Translate to the look at position
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glTranslatef( lookAtPos.x, lookAtPos.y, lookAtPos.z );
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glScalef( aScale, aScale, aScale );
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pivot_render_triangles( t * 0.5f );
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t = t * 0.80f;
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glScalef( 1.0f - t, 1.0f - t, 1.0f - t );
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glColor4f( 0.0f, 1.0f, 0.0f, 0.8f - t );
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glPushMatrix();
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glRotatef( t * 90.0f, 0.0f, 0.0f, 1.0f );
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pivot_render_triangles( t * 0.5f );
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glPopMatrix();
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glPushMatrix();
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glRotatef( -t * 90.0f, 0.0f, 0.0f, 1.0f );
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pivot_render_triangles( t * 0.5f );
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glPopMatrix();
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}
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void EDA_3D_CANVAS::render3dmousePivot( float aScale )
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{
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wxASSERT( aScale >= 0.0f );
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glDisable( GL_LIGHTING );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_CULL_FACE );
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// Set projection and modelview matrixes
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glMatrixMode( GL_PROJECTION );
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glLoadMatrixf( glm::value_ptr( m_camera.GetProjectionMatrix() ) );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glLoadMatrixf( glm::value_ptr( m_camera.GetViewMatrix() ) );
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glEnable( GL_COLOR_MATERIAL );
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glColor4f( 0.0f, 0.667f, 0.902f, 0.75f );
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// Translate to the look at position
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glTranslatef( m_3dmousePivotPos.x, m_3dmousePivotPos.y, m_3dmousePivotPos.z );
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glPointSize( 16.0f );
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glEnable( GL_POINT_SMOOTH );
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glHint( GL_POINT_SMOOTH_HINT, GL_NICEST );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glScalef( aScale, aScale, aScale );
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// Draw a point at the look at position.
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glBegin( GL_POINTS );
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glVertex3f( 0, 0, 0 );
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glEnd();
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glDisable( GL_BLEND );
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glDisable( GL_POINT_SMOOTH );
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}
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