improve the algorithm for the zoom into a bar

Change-Id: Id045cbeaa057fd264a50f83fb58bbee60df71299
This commit is contained in:
Markus Mohrhard
2014-05-28 23:03:44 +02:00
committed by Markus Mohrhard
parent 585f615c2d
commit 3d549ff9b4
2 changed files with 40 additions and 26 deletions

View File

@@ -67,6 +67,11 @@ const size_t STEPS = 100;
const sal_uLong TIMEOUT = 5; const sal_uLong TIMEOUT = 5;
const sal_uInt32 ID_STEP = 10; const sal_uInt32 ID_STEP = 10;
const float BAR_SIZE_X = 30.0f;
const float BAR_SIZE_Y = 5.0f;
const float BAR_DISTANCE_X = 5.0f;
const float BAR_DISTANCE_Y = 5.0;
float calculateTextWidth(const OUString& rText) float calculateTextWidth(const OUString& rText)
{ {
return rText.getLength() * 10; return rText.getLength() * 10;
@@ -103,11 +108,6 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
// guarantee they are positioned correctly. In fact, they are guaranteed // guarantee they are positioned correctly. In fact, they are guaranteed
// to be positioned incorrectly. // to be positioned incorrectly.
const float nBarSizeX = 30.0f;
const float nBarSizeY = 5.0f;
const float nBarDistanceX = 5.0f;
const float nBarDistanceY = 5.0;
sal_uInt32 nId = 1; sal_uInt32 nId = 1;
float nXEnd = 0.0; float nXEnd = 0.0;
float nYPos = 0.0; float nYPos = 0.0;
@@ -130,7 +130,7 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
for (boost::ptr_vector<VDataSeries>::const_iterator itr = rDataSeriesContainer.begin(), for (boost::ptr_vector<VDataSeries>::const_iterator itr = rDataSeriesContainer.begin(),
itrEnd = rDataSeriesContainer.end(); itr != itrEnd; ++itr) itrEnd = rDataSeriesContainer.end(); itr != itrEnd; ++itr)
{ {
nYPos = nSeriesIndex * (nBarSizeY + nBarDistanceY) + nBarDistanceY; nYPos = nSeriesIndex * (BAR_SIZE_Y + BAR_DISTANCE_Y) + BAR_DISTANCE_Y;
const VDataSeries& rDataSeries = *itr; const VDataSeries& rDataSeries = *itr;
sal_Int32 nPointCount = rDataSeries.getTotalPointCount(); sal_Int32 nPointCount = rDataSeries.getTotalPointCount();
@@ -152,10 +152,10 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
nId += ID_STEP; nId += ID_STEP;
opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back()); opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back());
glm::vec3 aTopLeft, aTopRight, aBottomRight; glm::vec3 aTopLeft, aTopRight, aBottomRight;
aTopRight.x = -nBarDistanceY; aTopRight.x = -BAR_DISTANCE_Y;
aTopRight.y = nYPos + nBarDistanceY; aTopRight.y = nYPos + BAR_DISTANCE_Y;
aTopLeft.x = calculateTextWidth(aSeriesName) * -1.0 - nBarDistanceY; aTopLeft.x = calculateTextWidth(aSeriesName) * -1.0 - BAR_DISTANCE_Y;
aTopLeft.y = nYPos + nBarDistanceY; aTopLeft.y = nYPos + BAR_DISTANCE_Y;
aBottomRight = aTopRight; aBottomRight = aTopRight;
aBottomRight.y -= TEXT_HEIGHT; aBottomRight.y -= TEXT_HEIGHT;
p->setPosition(aTopLeft, aTopRight, aBottomRight); p->setPosition(aTopLeft, aTopRight, aBottomRight);
@@ -170,9 +170,9 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
} }
float nVal = rDataSeries.getYValue(nIndex); float nVal = rDataSeries.getYValue(nIndex);
float nXPos = nIndex * (nBarSizeX + nBarDistanceX) + nBarDistanceX; float nXPos = nIndex * (BAR_SIZE_X + BAR_DISTANCE_X) + BAR_DISTANCE_X;
glm::mat4 aScaleMatrix = glm::scale(glm::vec3(nBarSizeX, nBarSizeY, float(nVal/nMaxVal))); glm::mat4 aScaleMatrix = glm::scale(glm::vec3(BAR_SIZE_X, BAR_SIZE_Y, float(nVal/nMaxVal)));
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(nXPos, nYPos, 0.0f)); glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(nXPos, nYPos, 0.0f));
glm::mat4 aBarPosition = aTranslationMatrix * aScaleMatrix; glm::mat4 aBarPosition = aTranslationMatrix * aScaleMatrix;
@@ -184,14 +184,14 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
nId += ID_STEP; nId += ID_STEP;
} }
float nThisXEnd = nPointCount * (nBarSizeX + nBarDistanceX); float nThisXEnd = nPointCount * (BAR_SIZE_X + BAR_DISTANCE_X);
if (nXEnd < nThisXEnd) if (nXEnd < nThisXEnd)
nXEnd = nThisXEnd; nXEnd = nThisXEnd;
++nSeriesIndex; ++nSeriesIndex;
} }
nYPos += nBarSizeY + nBarDistanceY; nYPos += BAR_SIZE_Y + BAR_DISTANCE_Y;
// X axis // X axis
maShapes.push_back(new opengl3D::Line(mpRenderer.get(), nId)); maShapes.push_back(new opengl3D::Line(mpRenderer.get(), nId));
@@ -220,7 +220,7 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
opengl3D::Rectangle* pRect = static_cast<opengl3D::Rectangle*>(&maShapes.back()); opengl3D::Rectangle* pRect = static_cast<opengl3D::Rectangle*>(&maShapes.back());
glm::vec3 aTopLeft; glm::vec3 aTopLeft;
glm::vec3 aTopRight = aTopLeft; glm::vec3 aTopRight = aTopLeft;
aTopRight.x = nXEnd + 2 * nBarDistanceX; aTopRight.x = nXEnd + 2 * BAR_DISTANCE_X;
glm::vec3 aBottomRight = aTopRight; glm::vec3 aBottomRight = aTopRight;
aBottomRight.y = nYPos; aBottomRight.y = nYPos;
pRect->setPosition(aTopLeft, aTopRight, aBottomRight); pRect->setPosition(aTopLeft, aTopRight, aBottomRight);
@@ -235,18 +235,18 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
if(aCats[i].isEmpty()) if(aCats[i].isEmpty())
continue; continue;
float nXPos = i * (nBarSizeX + nBarDistanceX); float nXPos = i * (BAR_SIZE_X + BAR_DISTANCE_X);
maShapes.push_back(new opengl3D::Text(mpRenderer.get(), *mpTextCache, maShapes.push_back(new opengl3D::Text(mpRenderer.get(), *mpTextCache,
aCats[i], nId)); aCats[i], nId));
nId += ID_STEP; nId += ID_STEP;
opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back()); opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back());
aTopLeft.x = nXPos + TEXT_HEIGHT; aTopLeft.x = nXPos + TEXT_HEIGHT;
aTopLeft.y = nYPos + calculateTextWidth(aCats[i]) + 0.5 * nBarDistanceY; aTopLeft.y = nYPos + calculateTextWidth(aCats[i]) + 0.5 * BAR_DISTANCE_Y;
aTopRight = aTopLeft; aTopRight = aTopLeft;
aTopRight.y = nYPos + 0.5* nBarDistanceY; aTopRight.y = nYPos + 0.5* BAR_DISTANCE_Y;
aBottomRight.x = nXPos; aBottomRight.x = nXPos;
aBottomRight.y = nYPos + 0.5 * nBarDistanceY; aBottomRight.y = nYPos + 0.5 * BAR_DISTANCE_Y;
p->setPosition(aTopLeft, aTopRight, aBottomRight); p->setPosition(aTopLeft, aTopRight, aBottomRight);
// create shapes on other side as well // create shapes on other side as well
@@ -256,16 +256,16 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
nId += ID_STEP; nId += ID_STEP;
p = static_cast<opengl3D::Text*>(&maShapes.back()); p = static_cast<opengl3D::Text*>(&maShapes.back());
aTopLeft.x = nXPos + TEXT_HEIGHT; aTopLeft.x = nXPos + TEXT_HEIGHT;
aTopLeft.y = - 0.5 * nBarDistanceY; aTopLeft.y = - 0.5 * BAR_DISTANCE_Y;
aTopRight = aTopLeft; aTopRight = aTopLeft;
aTopRight.y = -calculateTextWidth(aCats[i]) - 0.5* nBarDistanceY; aTopRight.y = -calculateTextWidth(aCats[i]) - 0.5* BAR_DISTANCE_Y;
aBottomRight.x = nXPos; aBottomRight.x = nXPos;
aBottomRight.y = -calculateTextWidth(aCats[i]) - 0.5 * nBarDistanceY; aBottomRight.y = -calculateTextWidth(aCats[i]) - 0.5 * BAR_DISTANCE_Y;
p->setPosition(aTopLeft, aTopRight, aBottomRight); p->setPosition(aTopLeft, aTopRight, aBottomRight);
} }
mnMaxX = nMaxPointCount * (nBarSizeX + nBarDistanceX) + 40; mnMaxX = nMaxPointCount * (BAR_SIZE_X + BAR_DISTANCE_X) + 40;
mnMaxY = nSeriesIndex * (nBarSizeY + nBarDistanceY) + 40; mnMaxY = nSeriesIndex * (BAR_SIZE_Y + BAR_DISTANCE_Y) + 40;
maCameraPosition = glm::vec3(-30, -30, DEFAULT_CAMERA_HEIGHT); maCameraPosition = glm::vec3(-30, -30, DEFAULT_CAMERA_HEIGHT);
mpCamera->setPosition(maCameraPosition); mpCamera->setPosition(maCameraPosition);
@@ -354,10 +354,17 @@ void GL3DBarChart::clickedAt(const Point& rPos, sal_uInt16 nButtons)
const BarInformation& rBarInfo = itr->second; const BarInformation& rBarInfo = itr->second;
mnStepsTotal = STEPS; mnStepsTotal = STEPS;
mnStep = 0; mnStep = 0;
maCameraDirection = rBarInfo.maPos;
render(); render();
maStep = (rBarInfo.maPos - maCameraPosition)/102.0f; glm::vec3 maTargetPosition = rBarInfo.maPos;
maTargetPosition.z += 45;
maStep = (maTargetPosition - maCameraPosition)/100.0f;
glm::vec3 maTargetDirection = rBarInfo.maPos;
maTargetDirection.x += BAR_SIZE_X / 2.0f;
maTargetDirection.y += BAR_SIZE_Y / 2.0f;
maStepDirection = (maTargetDirection - maCameraDirection)/100.f;
maTimer.SetTimeout(TIMEOUT); maTimer.SetTimeout(TIMEOUT);
maTimer.SetTimeoutHdl(LINK(this, GL3DBarChart, MoveToBar)); maTimer.SetTimeoutHdl(LINK(this, GL3DBarChart, MoveToBar));
@@ -426,6 +433,8 @@ void GL3DBarChart::moveToCorner()
{ {
mnStepsTotal = STEPS; mnStepsTotal = STEPS;
maStep = (getCornerPosition(mnCornerId) - maCameraPosition) / float(mnStepsTotal); maStep = (getCornerPosition(mnCornerId) - maCameraPosition) / float(mnStepsTotal);
maStepDirection = (glm::vec3(mnMaxX/2.0f, mnMaxY/2.0f, 0) - maCameraDirection)/ float(mnStepsTotal);
maTimer.SetTimeout(TIMEOUT); maTimer.SetTimeout(TIMEOUT);
maTimer.SetTimeoutHdl(LINK(this, GL3DBarChart, MoveCamera)); maTimer.SetTimeoutHdl(LINK(this, GL3DBarChart, MoveCamera));
maTimer.Start(); maTimer.Start();
@@ -439,6 +448,8 @@ IMPL_LINK_NOARG(GL3DBarChart, MoveCamera)
++mnStep; ++mnStep;
maCameraPosition += maStep; maCameraPosition += maStep;
mpCamera->setPosition(maCameraPosition); mpCamera->setPosition(maCameraPosition);
maCameraDirection += maStepDirection;
mpCamera->setDirection(maCameraDirection);
render(); render();
maTimer.SetTimeout(TIMEOUT); maTimer.SetTimeout(TIMEOUT);
maTimer.Start(); maTimer.Start();
@@ -460,6 +471,8 @@ IMPL_LINK_NOARG(GL3DBarChart, MoveToBar)
++mnStep; ++mnStep;
maCameraPosition += maStep; maCameraPosition += maStep;
mpCamera->setPosition(maCameraPosition); mpCamera->setPosition(maCameraPosition);
maCameraDirection += maStepDirection;
mpCamera->setDirection(maCameraDirection);
render(); render();
maTimer.SetTimeout(TIMEOUT); maTimer.SetTimeout(TIMEOUT);
maTimer.Start(); maTimer.Start();

View File

@@ -79,6 +79,7 @@ private:
Timer maTimer; Timer maTimer;
glm::vec3 maStep; glm::vec3 maStep;
glm::vec3 maStepDirection;
size_t mnStep; size_t mnStep;
size_t mnStepsTotal; size_t mnStepsTotal;
float mnMaxX; float mnMaxX;