当前位置: 首页>>代码示例>>C++>>正文


C++ StelProjectorP::getPixelPerRadAtCenter方法代码示例

本文整理汇总了C++中StelProjectorP::getPixelPerRadAtCenter方法的典型用法代码示例。如果您正苦于以下问题:C++ StelProjectorP::getPixelPerRadAtCenter方法的具体用法?C++ StelProjectorP::getPixelPerRadAtCenter怎么用?C++ StelProjectorP::getPixelPerRadAtCenter使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在StelProjectorP的用法示例。


在下文中一共展示了StelProjectorP::getPixelPerRadAtCenter方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: drawPointer

void NebulaMgr::drawPointer(const StelCore* core, StelPainter& sPainter)
{
	const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000);

	const QList<StelObjectP> newSelected = GETSTELMODULE(StelObjectMgr)->getSelectedObject("Nebula");
	if (!newSelected.empty())
	{
		const StelObjectP obj = newSelected[0];
		Vec3d pos=obj->getJ2000EquatorialPos(core);

		// Compute 2D pos and return if outside screen
		if (!prj->projectInPlace(pos)) return;		
		if (StelApp::getInstance().getVisionModeNight())
			sPainter.setColor(0.8f,0.0f,0.0f);
		else
			sPainter.setColor(0.4f,0.5f,0.8f);

		texPointer->bind();

		sPainter.enableTexture2d(true);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode

		// Size on screen
		float size = obj->getAngularSize(core)*M_PI/180.*prj->getPixelPerRadAtCenter();

		size+=20.f + 10.f*std::sin(2.f * StelApp::getInstance().getTotalRunTime());
		sPainter.drawSprite2dMode(pos[0]-size/2, pos[1]-size/2, 10, 90);
		sPainter.drawSprite2dMode(pos[0]-size/2, pos[1]+size/2, 10, 0);
		sPainter.drawSprite2dMode(pos[0]+size/2, pos[1]+size/2, 10, -90);
		sPainter.drawSprite2dMode(pos[0]+size/2, pos[1]-size/2, 10, -180);
	}
}
开发者ID:ammarshadiq,项目名称:stellarium-0.11.4,代码行数:33,代码来源:NebulaMgr.cpp

示例2: draw

// Draw all the Nebulae
void NebulaMgr::draw(StelCore* core)
{
	const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000);
	StelPainter sPainter(prj);

	StelSkyDrawer* skyDrawer = core->getSkyDrawer();

	Nebula::hintsBrightness = hintsFader.getInterstate()*flagShow.getInterstate();

	sPainter.enableTexture2d(true);
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE);

	// Use a 1 degree margin
	const double margin = 1.*M_PI/180.*prj->getPixelPerRadAtCenter();
	const SphericalRegionP& p = prj->getViewportConvexPolygon(margin, margin);

	// Print all the nebulae of all the selected zones
	float maxMagHints = skyDrawer->getLimitMagnitude()*1.2f-2.f+(hintsAmount*1.2f)-2.f;
	float maxMagLabels = skyDrawer->getLimitMagnitude()-2.f+(labelsAmount*1.2f)-2.f;
	sPainter.setFont(nebulaFont);
	DrawNebulaFuncObject func(maxMagHints, maxMagLabels, &sPainter, core, hintsFader.getInterstate()>0.0001);
	nebGrid.processIntersectingRegions(p, func);

	if (GETSTELMODULE(StelObjectMgr)->getFlagSelectedObjectPointer())
		drawPointer(core, sPainter);
}
开发者ID:ammarshadiq,项目名称:stellarium-0.11.4,代码行数:28,代码来源:NebulaMgr.cpp

示例3: draw

void Quasar::draw(StelCore* core, StelRenderer* renderer, StelProjectorP projector, StelTextureNew* markerTexture)
{
	StelSkyDrawer* sd = core->getSkyDrawer();

	const Vec3f color = sd->indexToColor(BvToColorIndex(bV))*0.75f;
	Vec3f dcolor = Vec3f(1.2f,0.5f,0.4f);
	if (StelApp::getInstance().getVisionModeNight())
		dcolor = StelUtils::getNightColor(dcolor);

	float rcMag[2], size, shift;
	double mag;

	StelUtils::spheToRect(qRA, qDE, XYZ);
	mag = getVMagnitude(core, true);	

	if (GETSTELMODULE(Quasars)->getDisplayMode())
	{
		renderer->setBlendMode(BlendMode_Add);
		renderer->setGlobalColor(dcolor[0], dcolor[1], dcolor[2], 1);		
		markerTexture->bind();
		if (labelsFader.getInterstate()<=0.f)
		{
			Vec3d win;
			if(projector->project(XYZ, win))
			{
				renderer->drawTexturedRect(win[0] - 4, win[1] - 4, 8, 8);
			}
		}
	}
	else
	{
		sd->preDrawPointSource();
	
		if (mag <= sd->getLimitMagnitude())
		{
			sd->computeRCMag(mag, rcMag);
			const Vec3f XYZf(XYZ[0], XYZ[1], XYZ[2]);
			Vec3f win;
			if(sd->pointSourceVisible(&(*projector), XYZf, rcMag, false, win))
			{
				sd->drawPointSource(win, rcMag, sd->indexToColor(BvToColorIndex(bV)));
			}
			renderer->setGlobalColor(color[0], color[1], color[2], 1.0f);
			size = getAngularSize(NULL)*M_PI/180.*projector->getPixelPerRadAtCenter();
			shift = 6.f + size/1.8f;
			if (labelsFader.getInterstate()<=0.f)
			{
				renderer->drawText(TextParams(XYZ, projector, designation).shift(shift, shift).useGravity());
			}
		}

		sd->postDrawPointSource(projector);
	}
}
开发者ID:EvilTosha,项目名称:Stellarium-GSoC12,代码行数:54,代码来源:Quasar.cpp

示例4: draw

void TelescopeControl::draw(StelCore* core)
{
	const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000);
	StelPainter sPainter(prj);
	sPainter.setFont(labelFont);
	reticleTexture->bind();	
	foreach (const TelescopeClientP& telescope, telescopeClients)
	{
		if (telescope->isConnected() && telescope->hasKnownPosition())
		{
			Vec3d XY;
			if (prj->projectCheck(telescope->getJ2000EquatorialPos(core), XY))
			{
				//Telescope circles appear synchronously with markers
				if (circleFader.getInterstate() >= 0)
				{
					sPainter.setColor(circleColor[0], circleColor[1], circleColor[2], circleFader.getInterstate());
					glDisable(GL_TEXTURE_2D);
					foreach (double circle, telescope->getOculars())
					{
						sPainter.drawCircle(XY[0], XY[1], 0.5 * prj->getPixelPerRadAtCenter() * (M_PI/180) * (circle));
					}
					glEnable(GL_TEXTURE_2D);
				}
				if (reticleFader.getInterstate() >= 0)
				{
					glEnable(GL_TEXTURE_2D);
					glEnable(GL_BLEND);
					glBlendFunc(GL_SRC_ALPHA, GL_ONE);
					sPainter.setColor(reticleColor[0], reticleColor[1], reticleColor[2], reticleFader.getInterstate());
					sPainter.drawSprite2dMode(XY[0],XY[1],15.f);
					glDisable(GL_TEXTURE_2D);
				}
				if (labelFader.getInterstate() >= 0)
				{
					sPainter.setColor(labelColor[0], labelColor[1], labelColor[2], labelFader.getInterstate());
					//TODO: Different position of the label if circles are shown?
					//TODO: Remove magic number (text spacing)
					sPainter.drawText(XY[0], XY[1], telescope->getNameI18n(), 0, 6 + 10, -4, false);
					//Same position as the other objects: doesn't work, telescope label overlaps object label
					//sPainter.drawText(XY[0], XY[1], scope->getNameI18n(), 0, 10, 10, false);
					reticleTexture->bind();
				}
			}
		}
开发者ID:PhiTheta,项目名称:stellarium,代码行数:45,代码来源:TelescopeControl.cpp

示例5: draw

bool SkyLabel::draw(StelCore* core, StelRenderer* renderer, StelProjectorP projector)
{
	if(labelFader.getInterstate() <= 0.0)
		return false;

	Vec3d objectPos = labelObject->getJ2000EquatorialPos(core);
	Vec3d labelXY;

	projector->project(objectPos, labelXY);
	renderer->setFont(labelFont);

	double xOffset(0.);
	double yOffset(0.);
	char hJustify = 'c';
	char vJustify = 'c';

	if (labelSide.toUpper().contains("N"))
	{
		yOffset = 1.0;
		vJustify = 'b'; // bottom justify text
	}
	else if (labelSide.toUpper().contains("S"))
	{
		yOffset = -1.0;
		vJustify = 't'; // top justufy text
	}

	if (labelSide.toUpper().contains("E"))
	{
		xOffset = 1.0;
		hJustify = 'l'; // right justify text
	}
	else if (labelSide.toUpper().contains("W"))
	{
		xOffset = -1.0;
		hJustify = 'r'; // left justify text
	}

	if (labelDistance >= 0.0)
	{
		xOffset *= labelDistance;
		yOffset *= labelDistance;
	}
	else
	{
		float shift = 4.0f + labelObject->getAngularSize(core) * M_PI / 180.0f *
		              projector->getPixelPerRadAtCenter() / 1.8f;
		// use the object size
		xOffset *= shift;
		yOffset *= shift;
	}

	QFontMetrics fontMetrics(labelFont);
	const float jxOffset = hJustify == 'r' ? fontMetrics.width(labelText) :
	                       hJustify == 'c' ? fontMetrics.width(labelText) * 0.5 :
	                                         0.0;
	const float jyOffset = vJustify == 't' ? fontMetrics.height() :
	                       vJustify == 'c' ? fontMetrics.height() * 0.5 :
	                                         0.0;

	renderer->setGlobalColor(labelColor[0], labelColor[1], 
	                         labelColor[2], labelFader.getInterstate());
	renderer->drawText(TextParams(labelXY[0] + xOffset - jxOffset, 
	                              labelXY[1] + yOffset - jyOffset, 
	                              labelText).useGravity());

	if (labelStyle == SkyLabel::Line)
	{
		renderer->setBlendMode(BlendMode_Alpha);

		// screen coordinates of object
		Vec3d objXY;
		projector->project(objectPos, objXY);

		double lineEndX = labelXY[0]+xOffset;
		double lineEndY = labelXY[1]+yOffset;



		if (vJustify == 'b')
			lineEndY -= 5;
		else if (vJustify == 't')
			lineEndY += 5;
				
		if (hJustify == 'l')
			lineEndX -= 5;
		else if (hJustify == 'r')
			lineEndX += 5;
				
		renderer->setGlobalColor(labelColor[0], labelColor[1], labelColor[2],
		                         labelFader.getInterstate());

		renderer->drawLine(lineEndX,lineEndY,objXY[0], objXY[1]);
	}

	return true;
}
开发者ID:EvilTosha,项目名称:Stellarium-GSoC12,代码行数:97,代码来源:LabelMgr.cpp

示例6: draw

//! Draw the sky grid in the current frame
void SkyGrid::draw(const StelCore* core) const
{
	const StelProjectorP prj = core->getProjection(frameType, frameType!=StelCore::FrameAltAz ? StelCore::RefractionAuto : StelCore::RefractionOff);
	if (!fader.getInterstate())
		return;

	bool withDecimalDegree = dynamic_cast<StelGui*>(StelApp::getInstance().getGui())->getFlagShowDecimalDegrees();

	// Look for all meridians and parallels intersecting with the disk bounding the viewport
	// Check whether the pole are in the viewport
	bool northPoleInViewport = false;
	bool southPoleInViewport = false;
	Vec3f win;
	if (prj->project(Vec3f(0,0,1), win) && prj->checkInViewport(win))
		northPoleInViewport = true;
	if (prj->project(Vec3f(0,0,-1), win) && prj->checkInViewport(win))
		southPoleInViewport = true;
	// Get the longitude and latitude resolution at the center of the viewport
	Vec3d centerV;
	prj->unProject(prj->getViewportPosX()+prj->getViewportWidth()/2, prj->getViewportPosY()+prj->getViewportHeight()/2+1, centerV);
	double lon2, lat2;
	StelUtils::rectToSphe(&lon2, &lat2, centerV);

	const double gridStepParallelRad = M_PI/180.*getClosestResolutionDMS(prj->getPixelPerRadAtCenter());
	double gridStepMeridianRad;
	if (northPoleInViewport || southPoleInViewport)
		gridStepMeridianRad = (frameType==StelCore::FrameAltAz || frameType==StelCore::FrameGalactic) ? M_PI/180.* 10. : M_PI/180.* 15.;
	else
	{
		const double closetResLon = (frameType==StelCore::FrameAltAz || frameType==StelCore::FrameGalactic) ? getClosestResolutionDMS(prj->getPixelPerRadAtCenter()*std::cos(lat2)) : getClosestResolutionHMS(prj->getPixelPerRadAtCenter()*std::cos(lat2));
		gridStepMeridianRad = M_PI/180.* ((northPoleInViewport || southPoleInViewport) ? 15. : closetResLon);
	}

	// Get the bounding halfspace
	const SphericalCap& viewPortSphericalCap = prj->getBoundingCap();

	// Compute the first grid starting point. This point is close to the center of the screen
	// and lays at the intersection of a meridien and a parallel
	lon2 = gridStepMeridianRad*((int)(lon2/gridStepMeridianRad+0.5));
	lat2 = gridStepParallelRad*((int)(lat2/gridStepParallelRad+0.5));
	Vec3d firstPoint;
	StelUtils::spheToRect(lon2, lat2, firstPoint);
	firstPoint.normalize();

	// Q_ASSERT(viewPortSphericalCap.contains(firstPoint));

	// Initialize a painter and set openGL state
	StelPainter sPainter(prj);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode
	Vec4f textColor(color[0], color[1], color[2], 0);
	sPainter.setColor(color[0],color[1],color[2], fader.getInterstate());

	textColor*=2;
	textColor[3]=fader.getInterstate();

	sPainter.setFont(font);
	ViewportEdgeIntersectCallbackData userData(&sPainter);
	userData.textColor = textColor;
	userData.frameType = frameType;

	/////////////////////////////////////////////////
	// Draw all the meridians (great circles)
	SphericalCap meridianSphericalCap(Vec3d(1,0,0), 0);
	Mat4d rotLon = Mat4d::zrotation(gridStepMeridianRad);
	Vec3d fpt = firstPoint;
	Vec3d p1, p2;
	int maxNbIter = (int)(M_PI/gridStepMeridianRad);
	int i;
	for (i=0; i<maxNbIter; ++i)
	{
		StelUtils::rectToSphe(&lon2, &lat2, fpt);
		userData.raAngle = lon2;

		meridianSphericalCap.n = fpt^Vec3d(0,0,1);
		meridianSphericalCap.n.normalize();
		if (!SphericalCap::intersectionPoints(viewPortSphericalCap, meridianSphericalCap, p1, p2))
		{
			if (viewPortSphericalCap.d<meridianSphericalCap.d && viewPortSphericalCap.contains(meridianSphericalCap.n))
			{
				// The meridian is fully included in the viewport, draw it in 3 sub-arcs to avoid length > 180.
				const Mat4d& rotLon120 = Mat4d::rotation(meridianSphericalCap.n, 120.*M_PI/180.);
				Vec3d rotFpt=fpt;
				rotFpt.transfo4d(rotLon120);
				Vec3d rotFpt2=rotFpt;
				rotFpt2.transfo4d(rotLon120);
				sPainter.drawGreatCircleArc(fpt, rotFpt, NULL, viewportEdgeIntersectCallback, &userData);
				sPainter.drawGreatCircleArc(rotFpt, rotFpt2, NULL, viewportEdgeIntersectCallback, &userData);
				sPainter.drawGreatCircleArc(rotFpt2, fpt, NULL, viewportEdgeIntersectCallback, &userData);
				fpt.transfo4d(rotLon);
				continue;
			}
			else
				break;
		}

		Vec3d middlePoint = p1+p2;
		middlePoint.normalize();
		if (!viewPortSphericalCap.contains(middlePoint))
//.........这里部分代码省略.........
开发者ID:mvancompernolle,项目名称:ai_project,代码行数:101,代码来源:GridLinesMgr.cpp

示例7: draw

// Draw the Comet and all the related infos : name, circle etc... GZ: Taken from Planet.cpp 2013-11-05 and extended
void Comet::draw(StelCore* core, float maxMagLabels, const QFont& planetNameFont)
{
	if (hidden)
		return;
	if (getEnglishName() == core->getCurrentLocation().planetName)
	{ // GZ moved this up. Maybe even don't do that? E.g., draw tail while riding the comet? Decide later.
		return;
	}

	// The CometOrbit is in fact available in userDataPtr!
	CometOrbit* orbit=(CometOrbit*)userDataPtr;
	Q_ASSERT(orbit);
	if (!orbit->objectDateValid(core->getJDay())) return; // out of useful date range. This allows having hundreds of comet elements.

	if (orbit->getUpdateTails()){
		// Compute lengths and orientations from orbit object, but only if required.
		// TODO: This part should possibly be moved to another thread to keep draw() free from too much computation.

		Vec2f tailFactors=getComaDiameterAndTailLengthAU();
		float gasTailEndRadius=qMax(tailFactors[0], 0.025f*tailFactors[1]) ; // This avoids too slim gas tails for bright comets like Hale-Bopp.
		float gasparameter=gasTailEndRadius*gasTailEndRadius/(2.0f*tailFactors[1]); // parabola formula: z=r²/2p, so p=r²/2z
		// The dust tail is thicker and usually shorter. The factors can be configured in the elements.
		float dustparameter=gasTailEndRadius*gasTailEndRadius*dustTailWidthFactor*dustTailWidthFactor/(2.0f*dustTailLengthFactor*tailFactors[1]);

		// Find valid parameters to create paraboloid vertex arrays: dustTail, gasTail.
		computeParabola(gasparameter, gasTailEndRadius, -0.5f*gasparameter, gastailVertexArr,  gastailTexCoordArr, gastailIndices);
		// This was for a rotated straight parabola:
		//computeParabola(dustparameter, 2.0f*tailFactors[0], -0.5f*dustparameter, dusttailVertexArr, dusttailTexCoordArr, dusttailIndices);
		// Now we make a skewed parabola. Skew factor 15 (last arg) ad-hoc/empirical. TBD later: Find physically correct solution.
		computeParabola(dustparameter, dustTailWidthFactor*gasTailEndRadius, -0.5f*dustparameter, dusttailVertexArr, gastailTexCoordArr, gastailIndices, 25.0f*orbit->getVelocity().length());

		// Note that we use a diameter larger than what the formula returns. A scale factor of 1.2 is ad-hoc/empirical (GZ), but may look better.
		computeComa(1.0f*tailFactors[0]);
		orbit->setUpdateTails(false); // don't update until position has been recalculated elsewhere
	}

	Mat4d mat = Mat4d::translation(eclipticPos) * rotLocalToParent;
/*  // We can remove that - a Comet has no parent except for the sun...
	PlanetP p = parent;
	while (p && p->parent)
	{
		mat = Mat4d::translation(p->eclipticPos) * mat * p->rotLocalToParent;
		p = p->parent;
	}
*/
	// This removed totally the Planet shaking bug!!!
	StelProjector::ModelViewTranformP transfo = core->getHeliocentricEclipticModelViewTransform();
	transfo->combine(mat);

	// Compute the 2D position and check if in the screen
	const StelProjectorP prj = core->getProjection(transfo);
	float screenSz = getAngularSize(core)*M_PI/180.*prj->getPixelPerRadAtCenter();
	float viewport_left = prj->getViewportPosX();
	float viewport_bottom = prj->getViewportPosY();
	if (prj->project(Vec3d(0), screenPos)
		&& screenPos[1]>viewport_bottom - screenSz && screenPos[1] < viewport_bottom + prj->getViewportHeight()+screenSz
		&& screenPos[0]>viewport_left - screenSz && screenPos[0] < viewport_left + prj->getViewportWidth() + screenSz)
	{
		// Draw the name, and the circle if it's not too close from the body it's turning around
		// this prevents name overlapping (ie for jupiter satellites)
		float ang_dist = 300.f*atan(getEclipticPos().length()/getEquinoxEquatorialPos(core).length())/core->getMovementMgr()->getCurrentFov();
		// if (ang_dist==0.f) ang_dist = 1.f; // if ang_dist == 0, the Planet is sun.. --> GZ: we can remove it.

		// by putting here, only draw orbit if Comet is visible for clarity
		drawOrbit(core);  // TODO - fade in here also...

		if (flagLabels && ang_dist>0.25 && maxMagLabels>getVMagnitude(core))
		{
			labelsFader=true;
		}
		else
		{
			labelsFader=false;
		}
		drawHints(core, planetNameFont);

		draw3dModel(core,transfo,screenSz);
	}
	// tails should also be drawn if core is off-screen...
	drawTail(core,transfo,true);  // gas tail
	drawTail(core,transfo,false); // dust tail

	//Coma: this is just a fan disk tilted towards the observer;-)
	drawComa(core, transfo);
	return;
}
开发者ID:huiqingz,项目名称:stellarium-to-oculus,代码行数:87,代码来源:Comet.cpp


注:本文中的StelProjectorP::getPixelPerRadAtCenter方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。