+ include missing header files

This commit is contained in:
wmayer 2015-06-30 17:48:03 +02:00
parent d826ad5b51
commit 2b53da4eee
8 changed files with 132 additions and 123 deletions

View File

@ -41,7 +41,9 @@
# include <QGLFramebufferObject>
#endif
# include <QSessionManager>
# include <QStatusBar>
# include <QTextStream>
# include <QTimer>
#endif
#include <boost/interprocess/sync/file_lock.hpp>

View File

@ -24,6 +24,7 @@
#include "PreCompiled.h"
#ifndef _PreComp_
# include <QApplication>
# include <qfileinfo.h>
# include <qdir.h>
# include <QPrinter>

View File

@ -24,6 +24,7 @@
#include "PreCompiled.h"
#ifndef _PreComp_
# include <sstream>
# include <QApplication>
# include <QDir>
# include <QKeySequence>
# include <QMessageBox>

View File

@ -25,8 +25,10 @@
#ifndef _PreComp_
# include <QInputDialog>
# include <QHeaderView>
# include <QMenu>
# include <QMessageBox>
# include <QToolBar>
# include <QToolButton>
#endif
#include "DlgToolbarsImp.h"

View File

@ -25,6 +25,7 @@
#include "PreCompiled.h"
#ifndef _PreComp_
# include <QDebug>
# include <QInputDialog>
#endif

View File

@ -92,7 +92,7 @@ private:
try {
Base::Vector3d m1 = arc->getCenter();
//Base::Vector3d a3 = arc->getStartPoint();
Base::Vector3d a3 = arc->getEndPoint();
Base::Vector3d a3 = arc->getEndPoint(true);
Base::Vector3d l1 = seg->getStartPoint();
Base::Vector3d l2 = seg->getEndPoint();
#if 0

View File

@ -26,6 +26,7 @@
# ifdef FC_OS_WIN32
# include <windows.h>
# endif
# include <QApplication>
# include <QCalendarWidget>
# include <QColorDialog>
# include <QCryptographicHash>

View File

@ -25,12 +25,13 @@
#ifndef _PreComp_
# include <QGLWidget>
# include <QGridLayout>
# include <Inventor/actions/SoAction.h>
# include <Inventor/elements/SoModelMatrixElement.h>
# include <Inventor/elements/SoViewVolumeElement.h>
# include <Inventor/elements/SoViewportRegionElement.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/SbLinear.h>
# include <Inventor/elements/SoModelMatrixElement.h>
# include <Inventor/elements/SoViewVolumeElement.h>
# include <Inventor/elements/SoViewportRegionElement.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/SbLinear.h>
#endif
#include "Workbench.h"
@ -135,135 +136,135 @@ Gui::DockWindowItems* Workbench::setupDockWindows() const
// ----------------------------------------------------
SO_NODE_SOURCE(SoWidgetShape);
void SoWidgetShape::initClass()
{
SO_NODE_INIT_CLASS(SoWidgetShape, SoShape, "Shape");
}
SoWidgetShape::SoWidgetShape()
{
SO_NODE_CONSTRUCTOR(SoWidgetShape);
}
void SoWidgetShape::GLRender(SoGLRenderAction *action)
{
#if 1
SO_NODE_SOURCE(SoWidgetShape);
void SoWidgetShape::initClass()
{
SO_NODE_INIT_CLASS(SoWidgetShape, SoShape, "Shape");
}
SoWidgetShape::SoWidgetShape()
{
SO_NODE_CONSTRUCTOR(SoWidgetShape);
}
void SoWidgetShape::GLRender(SoGLRenderAction *action)
{
#if 1
this->image = QPixmap::grabWidget(w, w->rect()).toImage();
this->image = QGLWidget::convertToGLFormat(this->image);
#endif
glRasterPos2d(10,10);
glDrawPixels(this->image.width(),this->image.height(),GL_RGBA,GL_UNSIGNED_BYTE,this->image.bits());
}
}
void SoWidgetShape::computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
{
// ignore if node is empty
if (this->image.isNull()) return;
SbVec3f v0, v1, v2, v3;
// this will cause a cache dependency on the view volume,
// model matrix and viewport.
this->getQuad(action->getState(), v0, v1, v2, v3);
box.makeEmpty();
box.extendBy(v0);
box.extendBy(v1);
box.extendBy(v2);
box.extendBy(v3);
center = box.getCenter();
// ignore if node is empty
if (this->image.isNull()) return;
SbVec3f v0, v1, v2, v3;
// this will cause a cache dependency on the view volume,
// model matrix and viewport.
this->getQuad(action->getState(), v0, v1, v2, v3);
box.makeEmpty();
box.extendBy(v0);
box.extendBy(v1);
box.extendBy(v2);
box.extendBy(v3);
center = box.getCenter();
}
// Calculates the quad in 3D.
void
SoWidgetShape::getQuad(SoState * state, SbVec3f & v0, SbVec3f & v1,
SbVec3f & v2, SbVec3f & v3)
{
SbVec3f nilpoint(0.0f, 0.0f, 0.0f);
const SbMatrix & mat = SoModelMatrixElement::get(state);
mat.multVecMatrix(nilpoint, nilpoint);
const SbViewVolume &vv = SoViewVolumeElement::get(state);
SbVec3f screenpoint;
vv.projectToScreen(nilpoint, screenpoint);
const SbViewportRegion & vp = SoViewportRegionElement::get(state);
SbVec2s vpsize = vp.getViewportSizePixels();
// find normalized width and height of image
float nw = (float)this->image.width();
nw /= (float)vpsize[0];
float nh = (float)this->image.height();
nh /= (float)vpsize[1];
// need only half the width
nw *= 0.5f;
nh *= 0.5f;
SbVec2f n0, n1, n2, n3;
n0 = SbVec2f(screenpoint[0]-nw, screenpoint[1]-nh);
n1 = SbVec2f(screenpoint[0]+nw, screenpoint[1]-nh);
n2 = SbVec2f(screenpoint[0]+nw, screenpoint[1]+nh);
n3 = SbVec2f(screenpoint[0]-nw, screenpoint[1]+nh);
// get distance from nilpoint to camera plane
float dist = -vv.getPlane(0.0f).getDistance(nilpoint);
// find the four image points in the plane
v0 = vv.getPlanePoint(dist, n0);
v1 = vv.getPlanePoint(dist, n1);
v2 = vv.getPlanePoint(dist, n2);
v3 = vv.getPlanePoint(dist, n3);
// transform back to object space
SbMatrix inv = mat.inverse();
inv.multVecMatrix(v0, v0);
inv.multVecMatrix(v1, v1);
inv.multVecMatrix(v2, v2);
inv.multVecMatrix(v3, v3);
}
// Calculates the quad in 3D.
void
SoWidgetShape::getQuad(SoState * state, SbVec3f & v0, SbVec3f & v1,
SbVec3f & v2, SbVec3f & v3)
{
SbVec3f nilpoint(0.0f, 0.0f, 0.0f);
const SbMatrix & mat = SoModelMatrixElement::get(state);
mat.multVecMatrix(nilpoint, nilpoint);
const SbViewVolume &vv = SoViewVolumeElement::get(state);
SbVec3f screenpoint;
vv.projectToScreen(nilpoint, screenpoint);
const SbViewportRegion & vp = SoViewportRegionElement::get(state);
SbVec2s vpsize = vp.getViewportSizePixels();
// find normalized width and height of image
float nw = (float)this->image.width();
nw /= (float)vpsize[0];
float nh = (float)this->image.height();
nh /= (float)vpsize[1];
// need only half the width
nw *= 0.5f;
nh *= 0.5f;
SbVec2f n0, n1, n2, n3;
n0 = SbVec2f(screenpoint[0]-nw, screenpoint[1]-nh);
n1 = SbVec2f(screenpoint[0]+nw, screenpoint[1]-nh);
n2 = SbVec2f(screenpoint[0]+nw, screenpoint[1]+nh);
n3 = SbVec2f(screenpoint[0]-nw, screenpoint[1]+nh);
// get distance from nilpoint to camera plane
float dist = -vv.getPlane(0.0f).getDistance(nilpoint);
// find the four image points in the plane
v0 = vv.getPlanePoint(dist, n0);
v1 = vv.getPlanePoint(dist, n1);
v2 = vv.getPlanePoint(dist, n2);
v3 = vv.getPlanePoint(dist, n3);
// transform back to object space
SbMatrix inv = mat.inverse();
inv.multVecMatrix(v0, v0);
inv.multVecMatrix(v1, v1);
inv.multVecMatrix(v2, v2);
inv.multVecMatrix(v3, v3);
}
void SoWidgetShape::generatePrimitives(SoAction *action)
{
if (this->image.isNull()) return;
SoState *state = action->getState();
state->push();
SbVec2s size;
SbVec3f v0, v1, v2, v3;
this->getQuad(action->getState(), v0, v1, v2, v3);
SbVec3f n = (v1-v0).cross(v2-v0);
n.normalize();
this->beginShape(action, SoShape::QUADS);
SoPrimitiveVertex vertex;
vertex.setNormal(n);
vertex.setTextureCoords(SbVec2f(0,0));
vertex.setPoint(v0);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(1,0));
vertex.setPoint(v1);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(1,1));
vertex.setPoint(v2);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(0,1));
vertex.setPoint(v3);
this->shapeVertex(&vertex);
this->endShape();
state->pop();
if (this->image.isNull()) return;
SoState *state = action->getState();
state->push();
SbVec2s size;
SbVec3f v0, v1, v2, v3;
this->getQuad(action->getState(), v0, v1, v2, v3);
SbVec3f n = (v1-v0).cross(v2-v0);
n.normalize();
this->beginShape(action, SoShape::QUADS);
SoPrimitiveVertex vertex;
vertex.setNormal(n);
vertex.setTextureCoords(SbVec2f(0,0));
vertex.setPoint(v0);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(1,0));
vertex.setPoint(v1);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(1,1));
vertex.setPoint(v2);
this->shapeVertex(&vertex);
vertex.setTextureCoords(SbVec2f(0,1));
vertex.setPoint(v3);
this->shapeVertex(&vertex);
this->endShape();
state->pop();
}
void SoWidgetShape::setWidget(QWidget* w)