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/*===========================================================================*\
*                                                                            *
*                              OpenFlipper                                   *
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*      Copyright (C) 2001-2011 by Computer Graphics Group, RWTH Aachen       *
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*                           www.openflipper.org                              *
*                                                                            *
*--------------------------------------------------------------------------- *
*  This file is part of OpenFlipper.                                         *
*                                                                            *
*  OpenFlipper is free software: you can redistribute it and/or modify       *
*  it under the terms of the GNU Lesser General Public License as            *
*  published by the Free Software Foundation, either version 3 of            *
*  the License, or (at your option) any later version with the               *
*  following exceptions:                                                     *
*                                                                            *
*  If other files instantiate templates or use macros                        *
*  or inline functions from this file, or you compile this file and          *
*  link it with other files to produce an executable, this file does         *
*  not by itself cause the resulting executable to be covered by the         *
*  GNU Lesser General Public License. This exception does not however        *
*  invalidate any other reasons why the executable file might be             *
*  covered by the GNU Lesser General Public License.                         *
*                                                                            *
*  OpenFlipper is distributed in the hope that it will be useful,            *
*  but WITHOUT ANY WARRANTY; without even the implied warranty of            *
*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
*  GNU Lesser General Public License for more details.                       *
*                                                                            *
*  You should have received a copy of the GNU LesserGeneral Public           *
*  License along with OpenFlipper. If not,                                   *
*  see <http://www.gnu.org/licenses/>.                                       *
*                                                                            *
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\*===========================================================================*/

/*===========================================================================*\
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*                                                                            *
*   $Revision$                                                       *
*   $LastChangedBy$                                                *
*   $Date$                     *
*                                                                            *
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\*===========================================================================*/
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//=============================================================================
//
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//  CLASS glViewer - IMPLEMENTATION
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//
//=============================================================================


//== INCLUDES =================================================================

#include "QtBaseViewer.hh"
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#include "QtGLViewerLayout.hh"
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#include "CursorPainter.hh"
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#include <ACG/QtWidgets/QtWheel.hh>
#include <ACG/Scenegraph/DrawModes.hh>
#include <ACG/GL/gl.hh>

#include <iostream>
#include <string>
#include <assert.h>

#include <QMimeData>
#include <QToolButton>
#include <QFrame>

#include <QClipboard>
#include <QApplication>
#include <QSplitter>
#include <QLayout>
#include <QPushButton>
#include <QLabel>
#include <QImage>
#include <QColorDialog>
#include <QFileDialog>
#include <QToolTip>
#include <QTextStream>
#include <QDateTime>
#include <QTimer>

#include <QDesktopWidget>
#include <QMouseEvent>
#include <QVBoxLayout>
#include <QKeyEvent>
#include <QGridLayout>
#include <QContextMenuEvent>
#include <QWheelEvent>
#include <QDropEvent>
#include <QPixmap>
#include <QMenu>
#include <QVariant>
#include <QButtonGroup>
#include <QToolBar>

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#include <QGraphicsView>
#include <QGraphicsScene>
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#include <QGraphicsWidget>
#include <QGraphicsGridLayout>
#include <QGraphicsProxyWidget>
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#include <QGLFramebufferObjectFormat>
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#include <QPainter>
#include <QPaintEngine>
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#include <QImageWriter>

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#ifdef max
#  undef max
#endif

#ifdef min
#  undef min
#endif

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#include <OpenFlipper/BasePlugin/PluginFunctions.hh>
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#include <OpenFlipper/common/ViewObjectMarker.hh>
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#include <OpenFlipper/common/GlobalOptions.hh>

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#include <QGLFramebufferObject>

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//== NAMESPACES ===============================================================



//== IMPLEMENTATION ==========================================================

static const char          VIEW_MAGIC[] =
  "ACG::QtWidgets::QGLViewerWidget encoded view";

//== IMPLEMENTATION ==========================================================


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glViewer::glViewer( QGraphicsScene* _scene,
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                    QGLWidget* _glWidget,
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                    Viewer::ViewerProperties& _properties,
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                    QGraphicsWidget* _parent) :
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  QGraphicsWidget(_parent),
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  glareaGrabbed_(false),
  projectionUpdateLocked_(false),
  blending_(true),
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  glScene_(_scene),
  glWidget_(_glWidget),
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  cursorPainter_(0),
  cursorPositionValid_(false),
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  pProgram_(0),
  philipsStereoInitialized_(false),
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  colorTextureBufferWidth_(0),
  colorTextureBufferHeight_(0),
  depthStencilTextureBufferWidth_(0),
  depthStencilTextureBufferHeight_(0),
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  pickCache_(0),
  updatePickCache_(true),
  pickCacheSupported_(true),
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  clickEvent_(QEvent::MouseButtonPress, QPoint (), Qt::NoButton, Qt::NoButton, Qt::NoModifier),
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  properties_(_properties),
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  glstate_(0),
  initialized_(false)
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{

  // widget stuff
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  createWidgets();
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  // bind GL context to GL state class
  glstate_ = new ACG::GLState();
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  properties_.setglState( glstate_ );

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  // state
  isRotating_       = false;
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  lookAround_       = false;
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  sceneGraphRoot_   = 0;

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  normalsMode_      = NORMALIZE_NORMALS;
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  projectionMode_   = PERSPECTIVE_PROJECTION;
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  navigationMode_   = NORMAL_NAVIGATION;
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  trackMouse_ = false;

  // stereo
  stereo_ = false;

  // Note: we start locked (initialization of updateLocked_)
  // will be unlocked in initializeGL()

  QSizePolicy sp = sizePolicy();
  sp.setHorizontalPolicy( QSizePolicy::Expanding );
  sp.setVerticalPolicy( QSizePolicy::Expanding );
  sp.setHorizontalStretch( 1 );
  sp.setVerticalStretch( 1 );
  setSizePolicy( sp );

  redrawTime_.start ();

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  // timer for animation
  timer_ = new QTimer( this );
  connect( timer_, SIGNAL(timeout()), this, SLOT( slotAnimation()) );

  allowRotation_ = true;


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  connect( &properties_,SIGNAL(updated()), this, SLOT( slotPropertiesUpdated() ) );


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  //check for updated properties once
  slotPropertiesUpdated();

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  setAcceptDrops(true);
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  setHome();
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  // initialize custom anaglyph stereo
  agTexWidth_ = 0;
  agTexHeight_ = 0;
  agTexture_[0] = 0;
  agTexture_[1] = 0;
  agProgram_ = 0;
  customAnaglyphSupported_ = false;
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  clickTimer_.setSingleShot (true);
  connect (&clickTimer_, SIGNAL(timeout ()), this, SLOT(slotClickTimeout ()));
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}


//-----------------------------------------------------------------------------


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glViewer::~glViewer()
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{
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  finiCustomAnaglyphStereo ();
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  delete glstate_;
}


//-----------------------------------------------------------------------------


QSize
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glViewer::sizeHint() const
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{
  return QSize( 600, 600 );
}

//-----------------------------------------------------------------------------


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void glViewer::makeCurrent() {
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  glWidget_->makeCurrent();
}

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void glViewer::swapBuffers() {
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  glWidget_->swapBuffers();
}


//-----------------------------------------------------------------------------


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void glViewer::sceneGraph(ACG::SceneGraph::BaseNode* _root, const bool _resetTrackBall)
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{
  sceneGraphRoot_ = _root;

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  if (sceneGraphRoot_ )
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  {
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    // set max number of render pass
    // Single pass action, this info is static during multipass
    ACG::SceneGraph::MultiPassInfoAction info_act;
    ACG::SceneGraph::traverse(sceneGraphRoot_, info_act);
    
    glstate_->set_max_render_passes(info_act.getMaxPasses());
    
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    // get scene size
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    // Single pass action, as the bounding box is not influenced by multipass traversal
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    ACG::SceneGraph::BoundingBoxAction act;
    ACG::SceneGraph::traverse(sceneGraphRoot_, act);

    ACG::Vec3d bbmin = (ACG::Vec3d) act.bbMin();
    ACG::Vec3d bbmax = (ACG::Vec3d) act.bbMax();
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    if ( ( bbmin[0] > bbmax[0] ) ||
         ( bbmin[1] > bbmax[1] ) ||
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         ( bbmin[2] > bbmax[2] )   ) {
      
      // Invalid bounding box, try to recover
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      setScenePos( ACG::Vec3d( 0.0,0.0,0.0 ) , 1.0, _resetTrackBall );
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      // Update bounding box to match the scene geometry after recovery
      bbmin = ACG::Vec3d(-1.0,-1.0,-1.0);
      bbmax = ACG::Vec3d( 1.0, 1.0, 1.0);
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    } else {
      
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      // For small scenes, we set the scene radius to 5
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      // otherwise we take the real radius
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      if ( ( bbmax - bbmin ).max() < 5.0 )  {
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        setScenePos( ( bbmin + bbmax )        * 0.5,
                     10.0,
                     _resetTrackBall);
                   
      } else {
        setScenePos( ( bbmin + bbmax )        * 0.5,
                     ( bbmax - bbmin ).norm() * 0.5,
                     _resetTrackBall); 
      }
                   
    }
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    // remember the new bounding box for the state
    glstate_->set_bounding_box(bbmin,bbmax);
    
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  }
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  updateGL();

  emit(signalSceneGraphChanged(sceneGraphRoot_));
}


//-----------------------------------------------------------------------------


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void glViewer::trackMouse(bool _track)
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{
  trackMouse_ = _track;
}


//-----------------------------------------------------------------------------

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void glViewer::perspectiveProjection()
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{
  projectionMode(PERSPECTIVE_PROJECTION);
  updateGL();
}


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void glViewer::orthographicProjection()
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{
  projectionMode(ORTHOGRAPHIC_PROJECTION);
  updateGL();
}


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void glViewer::toggleProjectionMode()
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{
  if (projectionMode_ == ORTHOGRAPHIC_PROJECTION)
    projectionMode(PERSPECTIVE_PROJECTION);
  else
    projectionMode(ORTHOGRAPHIC_PROJECTION);

  updateGL();
}


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void glViewer::projectionMode(ProjectionMode _p)
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{
  if ((projectionMode_ = _p) == ORTHOGRAPHIC_PROJECTION)
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    emit projectionModeChanged( true );
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  else
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    emit projectionModeChanged( false );
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  updateProjectionMatrix();
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  emit viewChanged();
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}

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void glViewer::toggleNavigationMode()
{
  if (navigationMode_ == NORMAL_NAVIGATION)
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    navigationMode(FIRSTPERSON_NAVIGATION);
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  else
    navigationMode(NORMAL_NAVIGATION);
}


void glViewer::navigationMode(NavigationMode _n)
{
  if ((navigationMode_ = _n) == NORMAL_NAVIGATION)
    emit navigationModeChanged( true );
  else
    emit navigationModeChanged( false );
}

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void glViewer::setFOVY(double _fovy) {
    
  if(_fovy <= 0.0 || _fovy >= 180) {
    std::cerr << "Error: Minimum or maximum fovy angle exceeded!" << std::endl;
    return;
  }
  
  OpenFlipperSettings().setValue("Core/Projection/FOVY", _fovy);
  updateProjectionMatrix();
}

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void glViewer::updateProjectionMatrix()
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{
  if( projectionUpdateLocked_ )
    return;

  makeCurrent();

  glstate_->reset_projection();

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  // In stereo mode we have to use a perspective matrix
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  if (stereo_ || projectionMode_ == PERSPECTIVE_PROJECTION)
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  {
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    double aspect;

    if (isVisible() && glWidth() && glHeight())
      aspect = (double) glWidth() / (double) glHeight();
    else
      aspect = 1.0;

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    // Get fovy
    double fovy = OpenFlipperSettings().value("Core/Projection/FOVY", 45.0).toDouble();

    glstate_->perspective(fovy, (GLdouble) aspect,
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                          properties_.nearPlane(), properties_.farPlane());
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  }
  else
  {
    double aspect;
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    if (isVisible() && glWidth() && glHeight())
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      aspect = (double) glWidth() / (double) glHeight();
    else
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      aspect = 1.0;
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    glstate_->ortho( -properties_.orthoWidth(), properties_.orthoWidth(),
                     -properties_.orthoWidth()/aspect, properties_.orthoWidth()/aspect,
                      properties_.nearPlane(), properties_.farPlane() );
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  }
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}


//-----------------------------------------------------------------------------


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void glViewer::setScenePos(const ACG::Vec3d& _center, double _radius, const bool _resetTrackBall)
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{
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  if(_resetTrackBall) {
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    properties_.trackballCenter(_center);
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  }

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  properties_.sceneCenter(_center);
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  properties_.sceneRadius(_radius);
  properties_.trackballRadius(_radius);
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  ACG::Vec3d c = glstate_->modelview().transform_point(properties_.sceneCenter());
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  // Set far plane
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  properties_.farPlane( std::max(0.0002f * properties_.sceneRadius(),  -(c[2] - properties_.sceneRadius() )) );
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  // Set near plane
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  properties_.nearPlane( std::max(0.0001f * properties_.sceneRadius(),  -(c[2] + properties_.sceneRadius())) );
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  updateProjectionMatrix();
  updateGL();

  emit viewChanged();
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}


//----------------------------------------------------------------------------


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void glViewer::viewingDirection( const ACG::Vec3d& _dir, const ACG::Vec3d& _up )
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{
  // calc eye point for this direction
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  ACG::Vec3d eye = properties_.sceneCenter() - _dir * ( 3.0 * properties_.sceneRadius());
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  glstate_->reset_modelview();
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  glstate_->lookAt((ACG::Vec3d)eye, (ACG::Vec3d)properties_.sceneCenter(), (ACG::Vec3d)_up);
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  emit viewChanged();
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}

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//-----------------------------------------------------------------------------

void glViewer::lookAt(const ACG::Vec3d& _eye, const ACG::Vec3d& _center, const ACG::Vec3d& _up) {
    
    glstate_->reset_modelview();
    glstate_->lookAt(_eye, _center, _up);
    
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    properties_.sceneCenter( _center );
    properties_.sceneRadius( (properties_.sceneCenter() - _eye).norm() );
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    emit viewChanged();
}
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//-----------------------------------------------------------------------------

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void glViewer::normalsMode(NormalsMode _mode)
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{
  makeCurrent();

  switch(normalsMode_ = _mode)
  {
    case DONT_TOUCH_NORMALS:
      glDisable(GL_NORMALIZE);
      break;

    case NORMALIZE_NORMALS:
      glEnable(GL_NORMALIZE);
      break;
  }

  updateGL();
}


//-----------------------------------------------------------------------------


void
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glViewer::copyToImage( QImage& _image,
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		       unsigned int _l, unsigned int _t,
		       unsigned int _w, unsigned int _h,
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			   GLenum /* _buffer */ )
{
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//    qApp->processEvents();
//    makeCurrent();

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  _image = glWidget_->grabFrameBuffer(true).copy (_l, _t, _w, _h).convertToFormat (QImage::Format_RGB32);
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}


//-----------------------------------------------------------------------------


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void glViewer::updateGL()
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{
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  if (!properties_.updateLocked() && isVisible() )
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  {
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    updatePickCache_ = true;
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    update();
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    emit viewUpdated();
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  }
}



//-----------------------------------------------------------------------------


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void glViewer::drawScene()
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{
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  // Inside the glWidget rendering, the system should not send extra updates
  properties_.blockSignals(true);
  
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  QTime  timer;
  timer.start();

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  // *****************************************************************
  // Adjust clipping planes
  // *****************************************************************
  // Far plane
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  ACG::Vec3d c = glstate_->modelview().transform_point(properties_.sceneCenter());
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  // Set far plane
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  properties_.farPlane( std::max(0.0002f * properties_.sceneRadius(),  -(c[2] - properties_.sceneRadius())) );
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  // Set near plane
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  properties_.nearPlane( std::max(0.0001f * properties_.sceneRadius(),  -(c[2] + properties_.sceneRadius())) );
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  updateProjectionMatrix();

  // store time since last repaint in gl state and restart timer
  glstate_->set_msSinceLastRedraw (redrawTime_.restart ());

  // draw mono or stereo
  makeCurrent();
  if (stereo_) drawScene_stereo();
  else         drawScene_mono();

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  glFinish();
  frame_time_ = timer.elapsed();
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  // Inside the glWidget rendering, the system should not send extra updates
  properties_.blockSignals(false);
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}


//-----------------------------------------------------------------------------


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void glViewer::drawScene_mono()
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{
  if (sceneGraphRoot_)
  {
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    if (! properties_.renderPicking() ) {
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      ViewObjectMarker *oM = properties_.objectMarker();
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      GLuint refBits = 0;
      QSet<GLuint> references;

      if (oM)
      {
        glClear (GL_STENCIL_BUFFER_BIT);
        glEnable (GL_STENCIL_TEST);
        glStencilOp (GL_KEEP, GL_KEEP, GL_ZERO);
        glStencilFunc (GL_ALWAYS, 0, ~0);

        for (PluginFunctions::ObjectIterator o_it(PluginFunctions::ALL_OBJECTS, DATA_ALL) ;
                                             o_it != PluginFunctions::objectsEnd(); ++o_it)
        {
          bool ok;
          GLuint ref;

          ok = oM->stencilRefForObject(*o_it, ref);

          if (ok)
          {
            o_it->stencilRefNode ()->setReference (ref);
            o_it->stencilRefNode ()->show ();
            refBits |= ref;
            references << ref;
          }
          else
            o_it->stencilRefNode ()->hide ();
        }
      }

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      ACG::SceneGraph::DrawAction action( properties_.drawMode(), *glstate_ , false);
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      ACG::SceneGraph::traverse_multipass(sceneGraphRoot_, action, *glstate_, properties_.drawMode() );
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      if( blending_ )
      {
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        ACG::SceneGraph::DrawAction action(properties_.drawMode(), *glstate_, true);
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        ACG::SceneGraph::traverse_multipass(sceneGraphRoot_, action, *glstate_, properties_.drawMode());
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      }
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      if (oM)
      {
        if (oM->type() == ViewObjectMarker::PerBit)
        {
          references.clear ();
          for (unsigned int i = 0; i < sizeof (GLuint) * 8; i++)
            if (refBits & (1 << i))
              references << (1 << i);
        }

        glPushAttrib(GL_ALL_ATTRIB_BITS);

        glEnable(GL_BLEND);
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_LIGHTING);
        glDisable(GL_DITHER);

        int vp_l, vp_b, vp_w, vp_h;
        glstate_->get_viewport (vp_l, vp_b, vp_w, vp_h);

        glMatrixMode(GL_PROJECTION);
        glPushMatrix ();
        glLoadIdentity();
        glOrtho(0, vp_w, vp_h, 0, 0, 1.0);
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix ();
        glLoadIdentity();

        glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);

        foreach (unsigned int ref, references)
        {
          bool ok;
          GLenum sfactor;
          GLenum dfactor;
          ACG::Vec4f color;
          unsigned int mask = ~0;

          if (oM->type() == ViewObjectMarker::PerBit)
          {
            ok = oM->blendForStencilRefBit (ref, sfactor, dfactor, color);
            mask = ref;
          }
          else
            ok = oM->blendForStencilRefNumber (ref, sfactor, dfactor, color);

          if (!ok)
            continue;

          glStencilFunc (GL_EQUAL, ref, mask);

          glBlendFunc (sfactor, dfactor);
          glColor4f (color[0], color [1], color [2], color[3]);

          glBegin (GL_QUADS);
          glVertex2i(0, 0);
          glVertex2i(0, vp_h);
          glVertex2i(vp_w, vp_h);
          glVertex2i(vp_w, 0);
          glEnd ();

        }

        glMatrixMode(GL_PROJECTION);
        glPopMatrix ();
        glMatrixMode(GL_MODELVIEW);
        glPopMatrix ();

        glPopAttrib ();
        glDisable (GL_STENCIL_TEST);
      }
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    } else {

      // prepare GL state
      makeCurrent();

      glDisable(GL_LIGHTING);
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      glDisable(GL_BLEND);
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      glClear(GL_DEPTH_BUFFER_BIT);
      glInitNames();
      glPushName((GLuint) 0);

      // do the picking
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      glstate_->pick_init (true);
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      ACG::SceneGraph::PickAction action(*glstate_, properties_.renderPickingMode(), properties_.drawMode());
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      ACG::SceneGraph::traverse_multipass(sceneGraphRoot_, action,*glstate_);
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      glEnable(GL_LIGHTING);
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      glEnable(GL_BLEND);
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    }
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    // Render depth?
    // If so, we take our depth buffer and draw it as our scene image
    if ( properties_.renderDepthImage() ) {

      // ======================================================================================================
      // Adjust buffer to correct size
      // ======================================================================================================
      updateDepthStencilTextureBuffer();
      
      // ======================================================================================================
      // Get current viewport size
      // ======================================================================================================
      int vp_l, vp_b, vp_w, vp_h;
      glstate_->get_viewport (vp_l, vp_b, vp_w, vp_h);
          
      // ======================================================================================================
      // Bind depth Stencil texture
      // ======================================================================================================
      pDepthStencilTexture_.enable();
      pDepthStencilTexture_.bind();

      // ======================================================================================================
      // Copy depth component of rendered image to texture
      // ======================================================================================================
      glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, 0, 0, vp_w , vp_h, 0);
      
      // ======================================================================================================
      // Render plain textured
      // ======================================================================================================
      glDisable(GL_LIGHTING);
      glDisable(GL_COLOR_MATERIAL);
      glDisable(GL_DEPTH_TEST);
      
      // ======================================================================================================
      // Setup orthogonal projection
      // ======================================================================================================
      glstate_->push_projection_matrix();
      glstate_->push_modelview_matrix();
      
      glstate_->reset_projection();
      glstate_->reset_modelview();
      
      glstate_->ortho(0, vp_w, 0, vp_h, 0, 1);
      
      // ======================================================================================================
      // Clear rendering buffer
      // ======================================================================================================
      glClearColor(0.0, 0.0, 0.0, 0.0);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      
      // ======================================================================================================
      // Render a simple quad (rest is done by the texture)
      // ======================================================================================================
      glBegin(GL_QUADS);
        glTexCoord2f(0.0f, 0.0f);
        glVertex2i(0, 0);
        glTexCoord2f(1.0f, 0.0f);
        glVertex2i(vp_w, 0);
        glTexCoord2f(1.0f, 1.0f);
        glVertex2i(vp_w, vp_h);
        glTexCoord2f(0.0f, 1.0f);
        glVertex2i(0, vp_h);
      glEnd();
      
      // Disable depth stencil buffer
      pDepthStencilTexture_.disable();
      
      // ======================================================================================================
      // Reset projection and modelview
      // ======================================================================================================
      glstate_->pop_projection_matrix();
      glstate_->pop_modelview_matrix();
      
    }
    
    
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  }
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  if (cursorPainter_ && cursorPainter_->enabled () && cursorPositionValid_)
  {
    glstate_->push_modelview_matrix ();
    // reset view transformation
    glstate_->reset_modelview ();
    // translate cursor position to 0,0
    glstate_->translate (cursorPoint3D_[0], cursorPoint3D_[1], cursorPoint3D_[2]);
    // paint cursor
    cursorPainter_->paintCursor (glstate_);
    glstate_->pop_modelview_matrix ();
  }
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}


//-----------------------------------------------------------------------------


void
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glViewer::drawScene_stereo()
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{
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  if (OpenFlipper::Options::stereoMode () == OpenFlipper::Options::OpenGL && OpenFlipper::Options::glStereo ())
  {
    drawScene_glStereo ();
    return;
  }
  else if (OpenFlipper::Options::stereoMode () == OpenFlipper::Options::AnaglyphCustom && customAnaglyphSupported_)
  {
    drawScene_customAnaglyphStereo ();

    // if somthing went wrong, fallback to normal anaglyph
    if (customAnaglyphSupported_)
      return;
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  } else if (OpenFlipper::Options::stereoMode () == OpenFlipper::Options::Philips )
  {
    drawScenePhilipsStereo ();
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    return;
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  }
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  drawScene_anaglyphStereo ();
}
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//-----------------------------------------------------------------------------


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void glViewer::setHome()
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{
  home_modelview_          = glstate_->modelview();
  home_inverse_modelview_  = glstate_->inverse_modelview();
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  homeOrthoWidth_          = properties_.orthoWidth();
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  home_center_             = properties_.trackballCenter();
  home_radius_             = properties_.trackballRadius();
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}


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void glViewer::home()
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{
  makeCurrent();
  glstate_->set_modelview(home_modelview_, home_inverse_modelview_);
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  properties_.orthoWidth( homeOrthoWidth_ );
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  properties_.trackballCenter( home_center_ );
  properties_.trackballRadius(home_radius_);
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  updateProjectionMatrix();
  updateGL();
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  emit viewChanged();
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}


//-----------------------------------------------------------------------------


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void glViewer::viewAll()
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{
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  makeCurrent();
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  // update scene graph (get new bounding box and set projection right, including near and far plane)
  properties_.lockUpdate();
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  // move center (in camera coords) to origin and translate in -z dir
  translate(-(glstate_->modelview().transform_point(properties_.sceneCenter()))
            - ACG::Vec3d(0.0, 0.0, 3.0 * properties_.sceneRadius()));
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  properties_.orthoWidth( 1.1 * properties_.sceneRadius() );
  double aspect = (double) glWidth() / (double) glHeight();
  if (aspect > 1.0)
    properties_.orthoWidth( aspect * properties_.orthoWidth() ) ;
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  sceneGraph(PluginFunctions::getSceneGraphRootNode(), true);
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  properties_.unLockUpdate();
  updateProjectionMatrix();
  updateGL();
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  emit viewChanged();
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}


//-----------------------------------------------------------------------------


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void glViewer::flyTo(const QPoint& _pos, bool _move_back)
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{
  makeCurrent();

  unsigned int nodeIdx, targetIdx;
  ACG::Vec3d hitPoint;

  if (pick( ACG::SceneGraph::PICK_ANYTHING, _pos, nodeIdx, targetIdx, &hitPoint))
  {
    if (projectionMode_ == PERSPECTIVE_PROJECTION)
    {
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      ACG::Vec3d eye(glstate_->eye());
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      ACG::Vec3d t = hitPoint - eye;
      ACG::Vec3d e = eye + t * (_move_back ? -0.5f : 0.5f);
      flyTo(e, hitPoint, 300);
    }
    else
    {
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      // Project hitpoint to get depth
      ACG::Vec3d hitPointProjected = glstate_->project(hitPoint);

      // Create projected center point with same depth as hitpoint
      ACG::Vec3d centerPointProjected = hitPointProjected;
      centerPointProjected[0] = glstate_->viewport_width() / 2.0 ;
      centerPointProjected[1] = glstate_->viewport_height() / 2.0 ;

      // unproject center point
      ACG::Vec3d centerPointUnProjected = glstate_->unproject(centerPointProjected);
      
      // translation vector to make hitpoint project to center point (both need same depth)
      ACG::Vec3d t = hitPoint - centerPointUnProjected;

      // Transform to correct translation vector with modelview.
      t = glstate_->modelview().transform_vector(t);
      
      // originalWidth 
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      double orthoWidthOriginal = properties_.orthoWidth();
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      // Set the double click point as the new trackball center
      // Rotations will use this point as the center.
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      properties_.trackballCenter( hitPoint );
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      // how many frames in _time ms ?
      unsigned int  frames = (unsigned int)(300 / frame_time_);
      if (frames > 1000) frames=1000;
      
      // animate it
      if (frames > 10)
      {
        
        for (unsigned int i=1; i<frames; ++i)
        {
          // zoom back one frame 
          if ( _move_back ) {
            // Move back by factor 2
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            properties_.orthoWidth( orthoWidthOriginal * (1.0 + 1.0 / (double)frames * i ) );
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          } else
            // Move forward with factor 0.5
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            properties_.orthoWidth( orthoWidthOriginal * (1.0 - 0.5 / (double)frames * i ) );
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          // apply translation
          translate(t * (- 1.0 / (double)frames  ) );
          
          update();
          qApp->processEvents();
        }
        updatePickCache_ = true;
      } else {
        
        // direct translation
        translate(-t);
        
        // set the zoom factor when no animation is performed
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        if ( _move_back )
          properties_.orthoWidth( properties_.orthoWidth() * 2.0 );
        else
          properties_.orthoWidth(properties_.orthoWidth() * -0.5);
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      }
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      // Update the projection matrix
      updateProjectionMatrix();

      // Redraw scene
      updateGL();
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      emit viewChanged();
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    }

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  }
}


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void glViewer::flyTo(const ACG::Vec3d&  _position,
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			 const ACG::Vec3d&  _center,
			 double        _time)
{
  makeCurrent();

  // compute rotation
  ACG::Vec3d c = glstate_->modelview().transform_point(_center);
  ACG::Vec3d p = glstate_->modelview().transform_point(_position);
  ACG::Vec3d view =(p-c).normalize();
  ACG::Vec3d z(0,0,1);
  ACG::Vec3d axis = (z % -view).normalize();
  double angle = acos(std::max(-1.0,
			      std::min(1.0,
				       (z | view)))) / M_PI * 180.0;

  if (angle > 175)
    axis  = ACG::Vec3d(0,1,0);


  // compute translation
  ACG::Vec3d target = glstate_->modelview().transform_point(_center);
  ACG::Vec3d trans ( -target[0],
		-target[1],
		-target[2] - (_position-_center).norm() );



  // how many frames in _time ms ?
  unsigned int  frames = (unsigned int)(_time / frame_time_);
  if (frames > 1000) frames=1000;




  // animate it
  if (frames > 10)
  {
    ACG::Vec3d t = trans / (double)frames;
    double a = angle / (double)frames;

    for (unsigned int i=0; i<frames; ++i)
    {
      translate(t);
      if (fabs(a) > FLT_MIN)
	     rotate(axis, a, _center);

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      update();
      qApp->processEvents();
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    }
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    updatePickCache_ = true;
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  }


  // no animation
  else
  {
    translate(trans);
    if (fabs(angle) > FLT_MIN)
      rotate(axis, angle, _center);

    updateGL();
  }


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  properties_.trackballCenter( _center );
  properties_.trackballRadius( std::max( properties_.sceneRadius(),( _center - _position ).norm() * 0.9f  ) );
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}


//-----------------------------------------------------------------------------


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void glViewer::setView(const ACG::GLMatrixd& _modelview,
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			                  const ACG::GLMatrixd& _inverse_modelview)
{
  makeCurrent();
  glstate_->set_modelview(_modelview, _inverse_modelview);
  updateGL();
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  emit viewChanged();
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}


//-----------------------------------------------------------------------------


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void glViewer::initializeGL()
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{

  // lock update
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  properties_.lockUpdate();
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  // init GL state
  glstate_->initialize();

  // OpenGL state
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_LIGHTING);
  glDisable(GL_DITHER);
  glShadeModel( GL_FLAT );


  projectionMode(   projectionMode_   );
  normalsMode(      normalsMode_      );

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  // Update all settings which would require a redraw
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  applyProperties();
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  // modelview
  glstate_->translate(0.0, 0.0, -3.0);
  setHome();


  // pixel transfer
  glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
  glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  glPixelStorei(GL_PACK_ROW_LENGTH, 0);
  glPixelStorei(GL_PACK_SKIP_ROWS, 0);
  glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
  glPixelStorei(GL_PACK_ALIGNMENT, 1);


  // unlock update (we started locked)
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  properties_.unLockUpdate();
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  customAnaglyphSupported_ = glewIsSupported("GL_ARB_fragment_program") &&
      (glewIsSupported("GL_ARB_texture_rectangle") ||
       glewIsSupported("GL_EXT_texture_rectangle") ||
       glewIsSupported("GL_NV_texture_rectangle"));
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  initialized_ = true;

  if (sceneGraphRoot_)
  {
    sceneGraph(sceneGraphRoot_, true);
    viewAll ();
  }
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}


//-----------------------------------------------------------------------------


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void glViewer::paintGL()
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{
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  if (!initialized_)
    initializeGL ();
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  if (!properties_.updateLocked())
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  {
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    ACG::Vec4f clear_color;

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    properties_.lockUpdate();
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    glPushAttrib (GL_ALL_ATTRIB_BITS);

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glDisable(GL_DITHER);
    glShadeModel( GL_FLAT );

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();


    normalsMode(      normalsMode_      );

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    applyProperties();
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    glstate_->setState ();

    glColor4f(1.0,0.0,0.0,1.0);

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    if (properties_.renderPicking())
    {
      clear_color = properties_.glState().clear_color();
      properties_.glState().set_clear_color (ACG::Vec4f (0.0, 0.0, 0.0, 1.0));
    }

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    // clear (stereo mode clears buffers on its own)
    if (!stereo_)
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      glstate_->clearBuffers ();
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    properties_.unLockUpdate();
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    // draw scene
    drawScene();

    glPopMatrix();

    glMatrixMode(GL_PROJECTION);
    glPopMatrix();

    glPopAttrib ();
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    if (properties_.renderPicking())
      properties_.glState().set_clear_color (clear_color);
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  }
}


//-----------------------------------------------------------------------------


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void glViewer::resizeEvent(QGraphicsSceneResizeEvent *)
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{
  updateProjectionMatrix();
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  glstate_->viewport(scenePos().x(),
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                     scene()->height () - scenePos().y() - size().height (),
                     size().width (), size().height (),
                     scene()->width (), scene()->height ());
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  update();
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  emit viewChanged();
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}

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void glViewer::moveEvent (QGraphicsSceneMoveEvent *)
{
  glstate_->viewport(scenePos().x(),
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                     scene()->height () - scenePos().y() - size().height (),
                     size().width (), size().height (),
                     scene()->width (), scene()->height ());
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  update();
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  emit viewChanged();
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}
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//-----------------------------------------------------------------------------

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void glViewer::encodeView(QString& _view)
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{
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  // Get current matrices
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  const ACG::GLMatrixd m = glstate_->modelview();
  const ACG::GLMatrixd p = glstate_->projection();

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