fix sketcher arrow size and make them independend from window size

This commit is contained in:
Stefan Tröger 2014-05-14 22:20:29 +02:00 committed by wmayer
parent f9ff3b250e
commit 8106f8437c

View File

@ -335,17 +335,18 @@ void SoDatumLabel::generatePrimitives(SoAction * action)
this->endShape();
} else if (this->datumtype.getValue() == SYMMETRIC) {
// Get the Scale
// Get the Scale. See GLRender function for details on the viewport width calculation
SoState *state = action->getState();
const SbViewVolume & vv = SoViewVolumeElement::get(state);
float scale = vv.getWorldToScreenScale(SbVec3f(0.f,0.f,0.f), 0.4f);
float scale = vv.getWorldToScreenScale(SbVec3f(0.f,0.f,0.f), 1.0f);
SbVec2s vp_size = static_cast<SoGLRenderAction*>(action)->getViewportRegion().getWindowSize();
scale /= float(vp_size[0]);
SbVec3f dir = (p2-p1);
dir.normalize();
SbVec3f norm (-dir[1],dir[0],0);
float margin = 0.01f;
margin *= scale;
float margin = this->imgHeight / 4.0;
// Calculate coordinates for the first arrow
SbVec3f ar0, ar1, ar2;
@ -423,10 +424,17 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
if (action->handleTransparency(true))
return;
// Get the Scale
/**Remark from Stefan Tröger:
* The scale calculation is based on knowledge of SbViewVolume::getWorldToScreenScale
* implementation internals. The factor returned from this function is calculated from the view frustums
* nearplane width, height is not taken into account, and hence we divide it with the viewport width
* to get the exact pixel scale faktor.
* This is not documented and therefore may change on later coin versions!
*/
const SbViewVolume & vv = SoViewVolumeElement::get(state);
float scale = vv.getWorldToScreenScale(SbVec3f(0.f,0.f,0.f), 1.f);
SbVec2s vp_size = action->getViewportRegion().getWindowSize();
scale /= float(vp_size[0]);
const SbString* s = string.getValues(0);
bool hasText = (s->getLength() > 0) ? true : false;
@ -447,18 +455,11 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
srcw = size[0];
srch = size[1];
/**Remark from Stefan Tröger:
* The height calculation is based on internal knowledge of SbViewVolume::getWorldToScreenScale
* implementation. The factor returned from this function is calculated from the view frustums
* nearplane width, height is not taken into account, and hence we divide it with the viewport width
* to get the exact pixel scale faktor.
* This is not documented and therefore may change on later coin versions!
*/
float aspectRatio = (float) srcw / (float) srch;
this->imgHeight = (scale * (float) (srch)) / float(vp_size[0]);
this->imgHeight = scale * (float) (srch);
this->imgWidth = aspectRatio * (float) this->imgHeight;
}
// Get the points stored in the pnt field
const SbVec3f *pnts = this->pnts.getValues(0);
@ -517,8 +518,8 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
SbVec3f midpos = (p1_ + p2)/2;
float offset1 = (length + normproj12 < 0) ? -0.02 : 0.02;
float offset2 = (length < 0) ? -0.02 : 0.02;
float offset1 = ((length + normproj12 < 0) ? -1. : 1.) * srch;
float offset2 = ((length < 0) ? -1 : 1)*srch;
// Get magnitude of angle between horizontal
angle = atan2f(dir[1],dir[0]);
@ -539,8 +540,8 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
// Set GL Properties
glLineWidth(this->lineWidth.getValue());
glColor3f(t[0], t[1], t[2]);
float margin = 0.01f;
margin *= scale;
float margin = this->imgHeight / 4.0;
SbVec3f perp1 = p1_ + norm * (length + offset1 * scale);
SbVec3f perp2 = p2 + norm * (length + offset2 * scale);
@ -555,7 +556,7 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
if ((par3-par1).dot(dir) > (par4 - par1).length()) {
// Increase Margin to improve visability
float tmpMargin = 0.08f * scale;
float tmpMargin = this->imgHeight /0.75;
par3 = par4;
if((par2-par1).dot(dir) > (par4 - par1).length()) {
par3 = par2;
@ -563,7 +564,7 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
flipTriang = true;
}
} else if ((par2-par1).dot(dir) < 0.f) {
float tmpMargin = 0.08f * scale;
float tmpMargin = this->imgHeight /0.75;
par2 = par1;
if((par3-par1).dot(dir) < 0.f) {
par2 = par3;
@ -614,8 +615,8 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
corners.push_back(perp2);
// Make sure that the label is inside the bounding box
corners.push_back(textOffset + dir * (this->imgWidth / 2 + margin) + norm * (this->imgHeight + margin));
corners.push_back(textOffset - dir * (this->imgWidth / 2 + margin) + norm * (this->imgHeight + margin));
corners.push_back(textOffset + dir * (this->imgWidth / 2 + margin) + norm * (srch + margin));
corners.push_back(textOffset - dir * (this->imgWidth / 2 + margin) + norm * (srch + margin));
corners.push_back(textOffset + dir * (this->imgWidth / 2 + margin) - norm * margin);
corners.push_back(textOffset - dir * (this->imgWidth / 2 + margin) - norm * margin);
@ -654,8 +655,7 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
textOffset = pos;
float margin = 0.01f;
margin *= scale;
float margin = this->imgHeight / 4.0;
// Create the arrowhead
SbVec3f ar0 = p2;
@ -734,8 +734,7 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
textOffset = p0 + v0 * r;
float margin = 0.01f;
margin *= scale;
float margin = this->imgHeight / 4.0;
// Draw
glBegin(GL_LINE_STRIP);
@ -817,8 +816,7 @@ void SoDatumLabel::GLRender(SoGLRenderAction * action)
dir.normalize();
SbVec3f norm (-dir[1],dir[0],0);
float margin = 0.01f;
margin *= scale;
float margin = this->imgHeight / 4.0;
// Calculate coordinates for the first arrow
SbVec3f ar0, ar1, ar2;