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A ManipulatedFrame can be moved with the mouse in the scene.
This example illustrates the mouse driven displacement of a frame in the scene. The frame is moved by pressing the Alt key while using the mouse (the key can be changed through the constant FRAME_MOUSE_MOVE_STATE_KEY).
The frame is drawned at its position using a glMultMatrix of the frame associated matrix. This matrix will be changed when the mouse moves, thus changing the position of the frame.
We use a glPushMatrix and glPopMatrix to save and restore the model view matrix. It is not needed here as nothing is drawn after the frame, but it is a good habbit for the general cases.
#include "qglviewer.h"
class Viewer : public QGLViewer
{
protected :
void init();
void draw();
void help();
};
#include "manipulatedFrame.h"
#include <qapplication.h>
int main(int argc, char** argv)
{
// Read command lines arguments.
QApplication application(argc,argv);
// Instantiate the viewer.
Viewer v;
// Make the viewer window visible on screen.
v.show();
// Set the viewer as the application main widget.
application.setMainWidget(&v);
// Run main loop.
return application.exec();
}
#include "manipulatedFrame.h"
#include <math.h>
using namespace qglviewer;
using namespace std;
static void drawSpiral()
{
const float nbSteps = 500.0;
glBegin(GL_QUAD_STRIP);
for (float i=0; i<nbSteps; ++i)
{
float ratio = i/nbSteps;
float angle = 20.0*ratio;
float c = cos(angle);
float s = sin(angle);
float r1 = 1.0 - 0.8*ratio;
float r2 = 0.8 - 0.8*ratio;
float alt = ratio - 0.5;
const float nor = .5;
const float up = sqrt(1.0-nor*nor);
glColor3f(1-ratio, .2 , ratio);
glNormal3f(nor*c, up, nor*s);
glVertex3f(r1*c, alt, r1*s);
glVertex3f(r2*c, alt+0.05, r2*s);
}
glEnd();
}
void Viewer::init()
{
// Make world axis visible
setDrawAxis();
// Uncomment this line if the Alt-click is intercepted by your window manager
// setMouseStateKey(QGLViewer::FRAME, Qt::ControlButton);
// Add a manipulated frame to the viewer.
// If you are not "using namespace qglqglviewer", you need
// to specify: new qglviewer::ManipulatedFrame().
setManipulatedFrame(new ManipulatedFrame());
help();
}
void Viewer::draw()
{
// Here we are in the world coordinate system.
// Add any drawing here, such as drawSpiral();
// Switch to the selected frame coordinate system
// First select the model view matrix (useless here as preDraw() is unchanged)
glMatrixMode(GL_MODELVIEW);
// Save the current model view matrix.
glPushMatrix();
// Change matrix to get in the frame coordinate system.
glMultMatrixd(manipulatedFrame()->matrix());
// Scale down the drawings
glScalef(0.5,0.5,0.5);
// Draw an axis using the QGLViewer static function
drawAxis();
// Draw a (frame-related) spiral.
drawSpiral();
// Restore the original (world) coordinate systems
glPopMatrix();
}
void Viewer::help()
{
cout << endl << "\t\t- - M a n i p u l a t e d F r a m e - -" << endl << endl;
cout << "Press Alt while moving the mouse to move the local frame." << endl;
cout << "The button bindings are the same as for the camera. Spinning is possible." << endl << endl;
cout << "Your window manager may intercept the Alt-click, and you may have to edit" << endl;
cout << "manipulatedFrame.cpp or to change your window behavior (modifier key) configuration" << endl << endl;
}
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