本文整理汇总了C++中vcg::Trackball::Reset方法的典型用法代码示例。如果您正苦于以下问题:C++ Trackball::Reset方法的具体用法?C++ Trackball::Reset怎么用?C++ Trackball::Reset使用的例子?那么恭喜您, 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类vcg::Trackball
的用法示例。
在下文中一共展示了Trackball::Reset方法的2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: sdlLoop
/* The main event Loop */
int sdlLoop() {
bool quit=false;
bool redraw_needed = false; // true whan a scene needs a redraw
SDL_Event event;
while( !quit ) {
SDL_WaitEvent(&event);
switch( event.type ) {
case SDL_QUIT: quit = true; break;
case SDL_VIDEORESIZE : myReshapeFunc(event.resize.w,event.resize.h); break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE: exit(0); break;
case SDLK_F1: drawMode= (drawMode+1)%5; printf("Current Mode %i\n",drawMode); break;
case SDLK_HOME: track.Reset(); break;
case SDLK_SPACE:
trackballMode= (trackballMode+1)%2; printf("Trackball Mode %i\n",drawMode);
SetTrackball(trackballMode);
break;
default: track.ButtonDown( SDL2VCG( event.key.keysym.sym) );
}
redraw_needed = true;
break;
case SDL_KEYUP:
track.ButtonUp( SDL2VCG( event.key.keysym.sym) ); break;
case SDL_MOUSEBUTTONDOWN:
switch(event.button.button) {
case SDL_BUTTON_WHEELUP: track.MouseWheel( 1); redraw_needed = true; break;
case SDL_BUTTON_WHEELDOWN: track.MouseWheel(-1); redraw_needed = true; break;
default: track.MouseDown(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;
} break;
case SDL_MOUSEBUTTONUP:
track.MouseUp(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;
break;
case SDL_MOUSEMOTION:
while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
track.MouseMove(event.button.x, (height - event.button.y));
redraw_needed = true;
break;
case SDL_TIMER:
if (onTimer()) redraw_needed = true;
if (redraw_needed) sendRedraw(); // justs sends a redraw event!
redraw_needed = false;
break;
case SDL_VIDEOEXPOSE:
// any rendering is done ONLY here.
display();
drainRedrawEvents();
break;
default: break;
}
}
SDL_Quit();
return -1;
}
示例2: mode
/* Sets the trackball in a new mode:
standard mode (rotate object in front of camera)
or Navigation mode (navigate around/inside object)
*/
void SetTrackball(int mode){
// we define all possible trackModes that we could be using (static)
static vcg::PolarMode polarMode;
static vcg::SphereMode sphereMode;
static vcg::NavigatorWasdMode navigatorMode;
static vcg::InactiveMode inactiveMode;
static vcg::ScaleMode scaleMode;
static vcg::PanMode panMode;
static vcg::ZMode zMode;
// customize navigation mode...
navigatorMode.SetTopSpeedsAndAcc(1.2f,0.6f,6);
// this adds a neat human stepping effect
navigatorMode.SetStepOnWalk(0.5f,0.015f);
track.modes.clear();
track.Reset();
switch (mode) {
case 1:
// switch to navigator mode
track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
track.modes[vcg::Trackball::WHEEL] =
track.modes[vcg::Trackball::BUTTON_LEFT] =
track.idle_and_keys_mode = &navigatorMode;
track.inactive_mode = NULL; // nothing to draw when inactive
track.SetPosition( observerPos );
break;
default:
// sweitch to default trackmode -- this is equivalent to a call to track->SetDefault()
track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
track.modes[vcg::Trackball::BUTTON_LEFT] = &sphereMode;
track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_CTRL] =
track.modes[vcg::Trackball::BUTTON_MIDDLE] = &panMode;
track.modes[vcg::Trackball::WHEEL] =
track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_SHIFT] = &scaleMode;
track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_ALT] = &zMode;
track.modes[vcg::Trackball::BUTTON_MIDDLE | vcg::Trackball::KEY_ALT] =
track.idle_and_keys_mode = &sphereMode;
track.inactive_mode = &inactiveMode; // draw a sphere when inactive
track.SetPosition( objectPos );
}
}