[Glmom-devel] Re: HI.. Liu..
Status: Beta
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From: Yaxun L. <yx...@ho...> - 2000-06-29 02:08:25
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Hi, iceberg, Yes, it should be wxWindows. I made a typo. Actually I did not program with wxWindows and gtk+ before. Since they lack lots of things MFC has, there may be some difficulties in the porting. It will be better if we can find an open-source MFC clone :-) It may be still early to consider the porting, but it may be useful to keep it in mind when introducing new things in the document class. I think you are right that we should avoid using doc/view specific mechanisms. I did not use python before. Since you mention it so many times I feel curious about it :-) I think I'll learn it and see what's its advantage to C++. Currently there are some significant bugs in GLMoM which need be removed. The first bug is in the camera and navagation part. If you load bottle.raw you will know it at once. The object is not located in the center of the scene, and when you use arrow key to rotate, the rotation center seems somewhere below the bottle and it is easily rotated out of scene. Previously I use a simple camera/navigation system. The camera is moved on the surface of a sphere shell, therefore its position is determined by the 6 parameters, 3 of them is the cartisen coordinates of the center of the sphere (xc,yc,zc), the other 3 is the sperical cooridnates of the camera on the sphere shell (r, theta, phi). We can use array key to change r, theta, phi, use shift+arrow to change xc,yc,zc. The camera is always look at the center of the sphere, and the view angle is automatically adjusted when a .raw file is loaded. This view angle is calculated by using the size of the bounding box of the objects and its distance to the camera so that it just fills the whole view port. The modelview matrix is implemented simply through glTranslate and gluLookAt. Later I need to add a dragging-a-box-then-zooming feature. To implement this I need to isolate the view matrix and the model matrix. I made some modifications, which may mess up the camera/navigation part. Another problem is with the background grid. Its size seems not correct in some cases. Now I am considering re-writing the camera/navigation part by emulating the camera/navigation system of rhinoceros 3D. I'm also considering using a top/front/side/3D four-view user interface. It seems some more versatile modelview functions such as glFrustum is needed, also I need to do some geometrical calculations. If you have any suggestions please tell me. Yaxun ----Original Message Follows---- From: iceberg <ic...@mw...> To: Yaxun Liu <yx...@ho...> Subject: Re: HI.. Liu.. Date: Wed, 28 Jun 2000 02:42:05 +0900 MIME-Version: 1.0 Received: from [165.132.116.86] by hotmail.com (3.2) with ESMTP id MHotMailBB2383C000A3D820F3A2A5847456050A0; Wed Jun 28 10:41:23 2000 Received: from mwant.yonsei.ac.kr ([165.132.116.90])by mwant.yonsei.ac.kr (8.9.3/8.9.3) with ESMTP id CAA04548for <yx...@ho...>; Thu, 29 Jun 2000 02:49:11 +0900 (kst) |