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-rw-r--r--documentation/src/fluid.dox355
1 files changed, 195 insertions, 160 deletions
diff --git a/documentation/src/fluid.dox b/documentation/src/fluid.dox
index 166685fc1..bad962d70 100644
--- a/documentation/src/fluid.dox
+++ b/documentation/src/fluid.dox
@@ -211,187 +211,222 @@ CubeViewUI, generated by FLUID.
Here is the CubeView class definition, as given by its header file
"test/CubeView.h":
+<br>
+<!-- Code copied from test/CubeView.h -->
\code
+#include <FL/Fl.H>
+#include <FL/Fl_Gl_Window.H>
+#include <FL/gl.h>
+
class CubeView : public Fl_Gl_Window {
- public:
- CubeView(int x,int y,int w,int h,const char *l=0);
- // this value determines the scaling factor used to draw the cube.
- double size;
- /* Set the rotation about the vertical (y) axis.
- *
- * This function is called by the horizontal roller in CubeViewUI
- * and the initialize button in CubeViewUI.
- */
- void v_angle(float angle){vAng=angle;};
- // Return the rotation about the vertical (y) axis.
- float v_angle(){return vAng;};
- /* Set the rotation about the horizontal (x) axis.
- *
- * This function is called by the vertical roller in CubeViewUI
- * and the initialize button in CubeViewUI.
- */
- void h_angle(float angle){hAng=angle;};
- // the rotation about the horizontal (x) axis.
- float h_angle(){return hAng;};
- /* Sets the x shift of the cube view camera.
- *
- * This function is called by the slider in CubeViewUI and the
- * initialize button in CubeViewUI.
- */
- void panx(float x){xshift=x;};
- /* Sets the y shift of the cube view camera.
- *
- * This function is called by the slider in CubeViewUI and the
- * initialize button in CubeViewUI.
- */
- void pany(float y){yshift=y;};
- /* The widget class draw() override.
- * The draw() function initialize Gl for another round of
- * drawing then calls specialized functions for drawing each
- * of the entities displayed in the cube view.
- */
- void draw();
-
- private:
- /* Draw the cube boundaries
- * Draw the faces of the cube using the boxv[] vertices, using
- * GL_LINE_LOOP for the faces. The color is #defined by
- * CUBECOLOR.
- */
- void drawCube();
-
- float vAng,hAng; float xshift,yshift;
-
- float boxv0[3];float boxv1[3]; float boxv2[3];float boxv3[3];
- float boxv4[3];float boxv5[3]; float boxv6[3];float boxv7[3];
+
+public:
+ CubeView(int x, int y, int w, int h, const char *l = 0);
+
+ // This value determines the scaling factor used to draw the cube.
+ double size;
+
+ /* Set the rotation about the vertical (y) axis.
+ *
+ * This function is called by the horizontal roller in
+ * CubeViewUI and the initialize button in CubeViewUI.
+ */
+ void v_angle(double angle) { vAng = angle; }
+
+ // Return the rotation about the vertical (y) axis.
+ double v_angle() const { return vAng; }
+
+ /* Set the rotation about the horizontal (x) axis.
+ *
+ * This function is called by the vertical roller in
+ * CubeViewUI and the initialize button in CubeViewUI.
+ */
+
+ void h_angle(double angle) { hAng = angle; }
+
+ // The rotation about the horizontal (x) axis.
+ double h_angle() const { return hAng; }
+
+ /* Sets the x shift of the cube view camera.
+ *
+ * This function is called by the slider in CubeViewUI
+ * and the initialize button in CubeViewUI.
+ */
+ void panx(double x) { xshift = x; }
+
+ /* Sets the y shift of the cube view camera.
+ *
+ * This function is called by the slider in CubeViewUI
+ * and the initialize button in CubeViewUI.
+ */
+ void pany(double y) { yshift = y; }
+
+ /* The widget class draw() override.
+ *
+ * The draw() function initializes Gl for another round of
+ * drawing, then calls specialized functions for drawing each
+ * of the entities displayed in the cube view.
+ */
+ void draw();
+
+private:
+ /* Draw the cube boundaries.
+ *
+ * Draw the faces of the cube using the boxv[] vertices,
+ * using GL_LINE_LOOP for the faces.
+ */
+ void drawCube();
+
+ double vAng, hAng;
+ double xshift, yshift;
+
+ float boxv0[3]; float boxv1[3];
+ float boxv2[3]; float boxv3[3];
+ float boxv4[3]; float boxv5[3];
+ float boxv6[3]; float boxv7[3];
};
\endcode
\par The CubeView Class Implementation
Here is the CubeView implementation. It is very similar to the
-"cube" demo included with FLTK.
+"CubeView" demo included with FLTK.
+<br>
+<!-- Code copied from test/CubeView.cxx -->
\code
#include "CubeView.h"
#include <math.h>
-CubeView::CubeView(int x,int y,int w,int h,const char *l)
- : Fl_Gl_Window(x,y,w,h,l)
+CubeView::CubeView(int x, int y, int w, int h, const char *l)
+ : Fl_Gl_Window(x, y, w, h, l)
{
- vAng = 0.0; hAng=0.0; size=10.0;
- /* The cube definition. These are the vertices of a unit cube
- * centered on the origin.*/
- boxv0[0] = -0.5; boxv0[1] = -0.5; boxv0[2] = -0.5;
- boxv1[0] = 0.5; boxv1[1] = -0.5; boxv1[2] = -0.5;
- boxv2[0] = 0.5; boxv2[1] = 0.5; boxv2[2] = -0.5;
- boxv3[0] = -0.5; boxv3[1] = 0.5; boxv3[2] = -0.5;
- boxv4[0] = -0.5; boxv4[1] = -0.5; boxv4[2] = 0.5;
- boxv5[0] = 0.5; boxv5[1] = -0.5; boxv5[2] = 0.5;
- boxv6[0] = 0.5; boxv6[1] = 0.5; boxv6[2] = 0.5;
- boxv7[0] = -0.5; boxv7[1] = 0.5; boxv7[2] = 0.5;
-};
-
-// The color used for the edges of the bounding cube.
-#define CUBECOLOR 255,255,255,255
+ Fl::use_high_res_GL(1);
+ vAng = 0.0;
+ hAng = 0.0;
+ size = 10.0;
+ xshift = 0.0;
+ yshift = 0.0;
+
+ /* The cube definition. These are the vertices of a unit cube
+ * centered on the origin.*/
+
+ boxv0[0] = -0.5; boxv0[1] = -0.5; boxv0[2] = -0.5;
+ boxv1[0] = 0.5; boxv1[1] = -0.5; boxv1[2] = -0.5;
+ boxv2[0] = 0.5; boxv2[1] = 0.5; boxv2[2] = -0.5;
+ boxv3[0] = -0.5; boxv3[1] = 0.5; boxv3[2] = -0.5;
+ boxv4[0] = -0.5; boxv4[1] = -0.5; boxv4[2] = 0.5;
+ boxv5[0] = 0.5; boxv5[1] = -0.5; boxv5[2] = 0.5;
+ boxv6[0] = 0.5; boxv6[1] = 0.5; boxv6[2] = 0.5;
+ boxv7[0] = -0.5; boxv7[1] = 0.5; boxv7[2] = 0.5;
+}
void CubeView::drawCube() {
/* Draw a colored cube */
#define ALPHA 0.5
- glShadeModel(GL_FLAT);
-
- glBegin(GL_QUADS);
- glColor4f(0.0, 0.0, 1.0, ALPHA);
- glVertex3fv(boxv0);
- glVertex3fv(boxv1);
- glVertex3fv(boxv2);
- glVertex3fv(boxv3);
-
- glColor4f(1.0, 1.0, 0.0, ALPHA);
- glVertex3fv(boxv0);
- glVertex3fv(boxv4);
- glVertex3fv(boxv5);
- glVertex3fv(boxv1);
-
- glColor4f(0.0, 1.0, 1.0, ALPHA);
- glVertex3fv(boxv2);
- glVertex3fv(boxv6);
- glVertex3fv(boxv7);
- glVertex3fv(boxv3);
-
- glColor4f(1.0, 0.0, 0.0, ALPHA);
- glVertex3fv(boxv4);
- glVertex3fv(boxv5);
- glVertex3fv(boxv6);
- glVertex3fv(boxv7);
-
- glColor4f(1.0, 0.0, 1.0, ALPHA);
- glVertex3fv(boxv0);
- glVertex3fv(boxv3);
- glVertex3fv(boxv7);
- glVertex3fv(boxv4);
-
- glColor4f(0.0, 1.0, 0.0, ALPHA);
- glVertex3fv(boxv1);
- glVertex3fv(boxv5);
- glVertex3fv(boxv6);
- glVertex3fv(boxv2);
- glEnd();
-
- glColor3f(1.0, 1.0, 1.0);
- glBegin(GL_LINES);
- glVertex3fv(boxv0);
- glVertex3fv(boxv1);
-
- glVertex3fv(boxv1);
- glVertex3fv(boxv2);
-
- glVertex3fv(boxv2);
- glVertex3fv(boxv3);
-
- glVertex3fv(boxv3);
- glVertex3fv(boxv0);
-
- glVertex3fv(boxv4);
- glVertex3fv(boxv5);
-
- glVertex3fv(boxv5);
- glVertex3fv(boxv6);
-
- glVertex3fv(boxv6);
- glVertex3fv(boxv7);
-
- glVertex3fv(boxv7);
- glVertex3fv(boxv4);
-
- glVertex3fv(boxv0);
- glVertex3fv(boxv4);
-
- glVertex3fv(boxv1);
- glVertex3fv(boxv5);
-
- glVertex3fv(boxv2);
- glVertex3fv(boxv6);
-
- glVertex3fv(boxv3);
- glVertex3fv(boxv7);
- glEnd();
-};//drawCube
+ glShadeModel(GL_FLAT);
+
+ glBegin(GL_QUADS);
+ glColor4f(0.0, 0.0, 1.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv3);
+
+ glColor4f(1.0, 1.0, 0.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv1);
+
+ glColor4f(0.0, 1.0, 1.0, ALPHA);
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv3);
+
+ glColor4f(1.0, 0.0, 0.0, ALPHA);
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+
+ glColor4f(1.0, 0.0, 1.0, ALPHA);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv4);
+
+ glColor4f(0.0, 1.0, 0.0, ALPHA);
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv2);
+ glEnd();
+
+ glColor3f(1.0, 1.0, 1.0);
+ glBegin(GL_LINES);
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv1);
+
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv2);
+
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv3);
+
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv0);
+
+ glVertex3fv(boxv4);
+ glVertex3fv(boxv5);
+
+ glVertex3fv(boxv5);
+ glVertex3fv(boxv6);
+
+ glVertex3fv(boxv6);
+ glVertex3fv(boxv7);
+
+ glVertex3fv(boxv7);
+ glVertex3fv(boxv4);
+
+ glVertex3fv(boxv0);
+ glVertex3fv(boxv4);
+
+ glVertex3fv(boxv1);
+ glVertex3fv(boxv5);
+
+ glVertex3fv(boxv2);
+ glVertex3fv(boxv6);
+
+ glVertex3fv(boxv3);
+ glVertex3fv(boxv7);
+ glEnd();
+} // drawCube
void CubeView::draw() {
- if (!valid()) {
- glLoadIdentity(); glViewport(0,0,w(),h());
- glOrtho(-10,10,-10,10,-20000,10000); glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glPushMatrix(); glTranslatef(xshift, yshift, 0);
- glRotatef(hAng,0,1,0); glRotatef(vAng,1,0,0);
- glScalef(float(size),float(size),float(size)); drawCube();
- glPopMatrix();
-};
+ if (!valid()) {
+ glLoadIdentity();
+ glViewport(0, 0, pixel_w(), pixel_h());
+ glOrtho(-10, 10, -10, 10, -20050, 10000);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+
+ glTranslatef((GLfloat)xshift, (GLfloat)yshift, 0);
+ glRotatef((GLfloat)hAng, 0, 1, 0);
+ glRotatef((GLfloat)vAng, 1, 0, 0);
+ glScalef(float(size), float(size), float(size));
+
+ drawCube();
+
+ glPopMatrix();
+}
\endcode
\subsection fluid_cubeview_ui The CubeViewUI Class