Changeset 847
- Timestamp:
- Jul 28, 2008, 5:31:15 PM (16 years ago)
- Location:
- trunk/source/visualization/OpenGL/src
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/source/visualization/OpenGL/src/G4OpenGLViewer.cc
r846 r847 927 927 // to avoid z rotation flipping 928 928 // to allow more than 360° rotation 929 #ifdef GEANT4_QT_DEBUG 929 930 930 const G4Point3D targetPoint 931 931 = fSceneHandler.GetScene()->GetStandardTargetPoint() … … 938 938 939 939 940 printf("G4OpenGLViewer:: Tp: %f %f %f Vpd:%f %f %f - Up:%f %f %f Cp:%f %f %f\n", 941 targetPoint[0],targetPoint[1],targetPoint[2], 940 #ifdef GEANT4_QT_DEBUG 941 printf("G4OpenGLViewer:: %f %f %f Tp: %f %f %f Vpd:%f %f %f - Up:%f %f %f Cp:%f %f %f\n", 942 dx,dy,deltaRotation,targetPoint[0],targetPoint[1],targetPoint[2], 942 943 vp.x(),vp.y(),vp.z(), 943 944 up.x(),up.y(),up.z(), … … 954 955 if (new_vp.z()*vp.z() <0) { 955 956 #ifdef GEANT4_QT_DEBUG 956 // printf("G4OpenGLViewer:: ***********************************************************\n");957 // printf("G4OpenGLViewer:: ***********************************************************\n"); 957 958 #endif 958 959 new_up.set(new_up.x(),-new_up.y(),new_up.z()); … … 960 961 } 961 962 } 962 new_up.set(new_up.x(),-new_up.y(),new_up.z());963 963 fVP.SetUpVector(new_up); 964 964 //////////////// -
trunk/source/visualization/OpenGL/src/G4OpenGLXmRotationCallbacks.cc
r846 r847 65 65 G4OpenGLXmViewer* pView = (G4OpenGLXmViewer*) clientData; 66 66 67 pView->rotateScene((G4double)pView->rot_sens,0,1); 68 67 if (pView->rotate_right) { 68 pView->rotateScene((G4double)pView->rot_sens,0,1); 69 } else { 70 pView->rotateScene(-(G4double)pView->rot_sens,0,1); 71 } 69 72 /* 70 73 G4double delta_theta; … … 137 140 { 138 141 //phi spin stuff here 139 G4double delta_alpha; 140 G4OpenGLXmViewer* pView = (G4OpenGLXmViewer*) clientData; 141 142 pView->rotateScene(0,(G4double)pView->rot_sens,1); 143 142 // G4double delta_alpha; 143 G4OpenGLXmViewer* pView = (G4OpenGLXmViewer*) clientData; 144 145 if (pView -> rotate_up) { 146 pView->rotateScene(0,-(G4double)pView->rot_sens,1); 147 } else { 148 pView->rotateScene(0,(G4double)pView->rot_sens,1); 149 } 144 150 /* 145 151 if (pView->fVP.GetLightsMoveWithCamera()) {
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