/****************************************************************************

 Copyright (C) 2002-2014 Gilles Debunne. All rights reserved.

 This file is part of the QGLViewer library version 2.6.3.

 http://www.libqglviewer.com - contact@libqglviewer.com

 This file may be used under the terms of the GNU General Public License 
 versions 2.0 or 3.0 as published by the Free Software Foundation and
 appearing in the LICENSE file included in the packaging of this file.
 In addition, as a special exception, Gilles Debunne gives you certain 
 additional rights, described in the file GPL_EXCEPTION in this package.

 libQGLViewer uses dual licensing. Commercial/proprietary software must
 purchase a libQGLViewer Commercial License.

 This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
 WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.

*****************************************************************************/

#include "manipulatedFrame.h"
#include <math.h>

#include <QGLViewer/manipulatedFrame.h>

using namespace qglviewer;
using namespace std;

static void drawSpiral()
{
  const float nbSteps = 200.0;
  glBegin(GL_QUAD_STRIP);
  for (float i=0; i<nbSteps; ++i)
	{
	  float ratio = i/nbSteps;
	  float angle = 21.0*ratio;
	  float c = cos(angle);
	  float s = sin(angle);
	  float r1 = 1.0 - 0.8*ratio;
	  float r2 = 0.8 - 0.8*ratio;
	  float alt = ratio - 0.5;
	  const float nor = .5;
	  const float up = sqrt(1.0-nor*nor);
	  glColor3f(1.0-ratio, 0.2f , ratio);
	  glNormal3f(nor*c, up, nor*s);
	  glVertex3f(r1*c, alt, r1*s);
	  glVertex3f(r2*c, alt+0.05, r2*s);
	}
  glEnd();
}

void Viewer::init()
{
	setMouseBinding(Qt::AltModifier, Qt::LeftButton, QGLViewer::CAMERA, QGLViewer::ROTATE);
	setMouseBinding(Qt::AltModifier, Qt::RightButton, QGLViewer::CAMERA, QGLViewer::TRANSLATE);
	setMouseBinding(Qt::AltModifier, Qt::MidButton, QGLViewer::CAMERA, QGLViewer::ZOOM);
	setWheelBinding(Qt::AltModifier, QGLViewer::CAMERA, QGLViewer::ZOOM);

	setMouseBinding(Qt::NoModifier, Qt::LeftButton, QGLViewer::FRAME, QGLViewer::ROTATE);
	setMouseBinding(Qt::NoModifier, Qt::RightButton, QGLViewer::FRAME, QGLViewer::TRANSLATE);
	setMouseBinding(Qt::NoModifier, Qt::MidButton, QGLViewer::FRAME, QGLViewer::ZOOM);
	setWheelBinding(Qt::NoModifier, QGLViewer::FRAME, QGLViewer::ZOOM);

#ifdef GL_RESCALE_NORMAL  // OpenGL 1.2 Only...
  glEnable(GL_RESCALE_NORMAL);
#endif

  // Make sure the manipulatedFrame is not easily clipped by the zNear and zFar planes
  setSceneRadius(30);
  camera()->fitSphere(Vec(0,0,0), 1);

  // Add a manipulated frame to the viewer.
  // If you are not "using namespace qglqglviewer", you need
  // to specify: new qglviewer::ManipulatedFrame().
  setManipulatedFrame(new ManipulatedFrame());

  help();
  restoreStateFromFile();
}

void Viewer::draw()
{
  // Here we are in the world coordinate system. Draw unit size axis.
  drawAxis();

  // Save the current model view matrix (not needed here in fact)
  glPushMatrix();

  // Multiply matrix to get in the frame coordinate system.
  glMultMatrixd(manipulatedFrame()->matrix());

  // Scale down the drawings
  glScalef(0.3f, 0.3f, 0.3f);

  // Draw an axis using the QGLViewer static function
  drawAxis();

  // Draws a frame-related spiral.
  drawSpiral();

  // Restore the original (world) coordinate system
  glPopMatrix();
}

QString Viewer::helpString() const
{
  QString text("<h2>M a n i p u l a t e d F r a m e</h2>");
  text += "A <i>ManipulatedFrame</i> converts mouse gestures into <i>Frame</i> displacements. ";
  text += "In this example, such an object defines the position of the spiral that can hence be manipulated.<br><br>";
  text += "Adding two lines of code will then allow you to move the objects of ";
  text += "your scene using the mouse. The button bindings of the <i>ManipulatedFrame</i> ";
  text += "are the same than for the camera. Spinning is possible.<br><br>";
  text += "Default key bindings have been changed in this example : press <b>Alt</b> ";
  text += "while moving the mouse to move the camera instead of the ManipulatedFrame.";
  return text;
}

