Kaydet (Commit) 80fe3e31 authored tarafından Markus Mohrhard's avatar Markus Mohrhard

consistent variable naming

Change-Id: I81012a46abd6182c04f1939b6451b18fbbdec646
üst db8c473c
......@@ -324,8 +324,8 @@ void RenderBenchMarkThread::ProcessClickFlyBack()
if (!mbNeedFlyBack)
return;
osl_getSystemTime(&maClickFlyBackEndTime);
int aDeltaMs = mpChart->calcTimeInterval(maClickFlyBackStartTime, maClickFlyBackEndTime);
if(aDeltaMs >= 10000)
int nDeltaMs = mpChart->calcTimeInterval(maClickFlyBackStartTime, maClickFlyBackEndTime);
if(nDeltaMs >= 10000)
{
mpChart->maRenderEvent = EVENT_MOVE_TO_DEFAULT;
}
......@@ -647,10 +647,10 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
mnCornerId = 0;
mbCameraInit = true;
float pi = 3.1415926f;
float angleX = -pi / 6.5f;
float angleZ = -pi / 8.0f;
glm::mat4 maDefaultRotateMatrix = glm::eulerAngleYXZ(0.0f, angleX, angleZ);
maDefaultCameraPosition = glm::vec3(maDefaultRotateMatrix * glm::vec4(maDefaultCameraPosition, 1.0f));
float nAngleX = -pi / 6.5f;
float nAngleZ = -pi / 8.0f;
glm::mat4 aDefaultRotateMatrix = glm::eulerAngleYXZ(0.0f, nAngleX, nAngleZ);
maDefaultCameraPosition = glm::vec3(aDefaultRotateMatrix * glm::vec4(maDefaultCameraPosition, 1.0f));
maCameraPosition = maDefaultCameraPosition;
maCameraDirection = maDefaultCameraDirection;
mpCamera->setPosition(maCameraPosition);
......@@ -690,7 +690,6 @@ void GL3DBarChart::update()
mpRenderThread = rtl::Reference<RenderThread>(new RenderOneFrameThread(this));
mrWindow.getContext().resetCurrent();
mpRenderThread->launch();
}
namespace {
......@@ -791,21 +790,21 @@ void GL3DBarChart::clickedAt(const Point& rPos, sal_uInt16 nButtons)
return;
const BarInformation& rBarInfo = itr->second;
glm::vec3 textPos = glm::vec3(rBarInfo.maPos.x + BAR_SIZE_X / 2.0f,
glm::vec3 aTextPos = glm::vec3(rBarInfo.maPos.x + BAR_SIZE_X / 2.0f,
rBarInfo.maPos.y + BAR_SIZE_Y / 2.0f,
rBarInfo.maPos.z);
maShapes.push_back(new opengl3D::ScreenText(mpRenderer.get(), *mpTextCache,
OUString("Value: ") + OUString::number(rBarInfo.mnVal), CALC_POS_EVENT_ID));
opengl3D::ScreenText* pScreenText = static_cast<opengl3D::ScreenText*>(&maShapes.back());
pScreenText->setPosition(glm::vec2(-0.9f, 0.9f), glm::vec2(-0.6f, 0.8f), textPos);
pScreenText->setPosition(glm::vec2(-0.9f, 0.9f), glm::vec2(-0.6f, 0.8f), aTextPos);
pScreenText->render();
glm::vec3 maTargetPosition = rBarInfo.maPos;
maTargetPosition.z += 240;
maTargetPosition.y += BAR_SIZE_Y / 2.0f;
glm::vec3 aTargetPosition = rBarInfo.maPos;
aTargetPosition.z += 240;
aTargetPosition.y += BAR_SIZE_Y / 2.0f;
Size aSize = mrWindow.GetSizePixel();
mrWindow.getContext().setWinSize(aSize);
mpRenderThread = rtl::Reference<RenderThread>(new RenderAnimationThread(this, maCameraPosition, maTargetPosition, STEPS));
mpRenderThread = rtl::Reference<RenderThread>(new RenderAnimationThread(this, maCameraPosition, aTargetPosition, STEPS));
mrWindow.getContext().resetCurrent();
mpRenderThread->launch();
......@@ -830,16 +829,16 @@ void GL3DBarChart::render()
void GL3DBarChart::mouseDragMove(const Point& rStartPos, const Point& rEndPos, sal_uInt16 )
{
long direction = rEndPos.X() - rStartPos.X();
long nDirection = rEndPos.X() - rStartPos.X();
osl::MutexGuard aGuard(maMutex);
if ((maRenderEvent == EVENT_NONE) || (maRenderEvent == EVENT_SHOW_SCROLL))
maRenderEvent = direction > 0 ? EVENT_DRAG_RIGHT : EVENT_DRAG_LEFT;
if(direction < 0)
maRenderEvent = nDirection > 0 ? EVENT_DRAG_RIGHT : EVENT_DRAG_LEFT;
if(nDirection < 0)
{
mnCornerId = (mnCornerId + 1) % 4;
moveToCorner();
}
else if(direction > 0)
else if(nDirection > 0)
{
mnCornerId = mnCornerId - 1;
if(mnCornerId < 0)
......@@ -932,20 +931,20 @@ void GL3DBarChart::contextDestroyed()
void GL3DBarChart::addScreenTextShape(OUString &nStr, glm::vec2 rLeftTop, float nTextHeight, glm::vec3 rPos, sal_uInt32 nEvent)
{
maScreenTextShapes.push_back(new opengl3D::ScreenText(mpRenderer.get(), *mpTextCache, nStr, nEvent));
opengl3D::TextCacheItem tmpTextCache = mpTextCache->getText(nStr);
float rectWidth = (float)tmpTextCache.maSize.Width() / (float)tmpTextCache.maSize.Height() * 0.05;
opengl3D::TextCacheItem aTextCache = mpTextCache->getText(nStr);
float nRectWidth = (float)aTextCache.maSize.Width() / (float)aTextCache.maSize.Height() * 0.05;
opengl3D::ScreenText* pScreenText = static_cast<opengl3D::ScreenText*>(&maScreenTextShapes.back());
pScreenText->setPosition(rLeftTop, glm::vec2(rLeftTop.x + rectWidth, rLeftTop.y - nTextHeight), rPos);
pScreenText->setPosition(rLeftTop, glm::vec2(rLeftTop.x + nRectWidth, rLeftTop.y - nTextHeight), rPos);
}
void GL3DBarChart::updateRenderFPS()
{
int aDeltaMs = calcTimeInterval(maFPSRenderStartTime, maFPSRenderEndTime);
if(aDeltaMs >= FPS_TIME)
int nDeltaMs = calcTimeInterval(maFPSRenderStartTime, maFPSRenderEndTime);
if(nDeltaMs >= FPS_TIME)
{
osl_getSystemTime(&maFPSRenderEndTime);
aDeltaMs = calcTimeInterval(maFPSRenderStartTime, maFPSRenderEndTime);
int iFPS = miFrameCount * 1000 / aDeltaMs;
nDeltaMs = calcTimeInterval(maFPSRenderStartTime, maFPSRenderEndTime);
int iFPS = miFrameCount * 1000 / nDeltaMs;
maFPS = OUString("Render FPS: ") + OUString::number(iFPS);
miFrameCount = 0;
osl_getSystemTime(&maFPSRenderStartTime);
......@@ -978,17 +977,17 @@ void GL3DBarChart::updateScreenText()
void GL3DBarChart::updateDataUpdateFPS()
{
int aDeltaMs = calcTimeInterval(maDataUpdateStartTime, maDataUpdateEndTime);
if(aDeltaMs >= DATAUPDATE_FPS_TIME)
int nDeltaMs = calcTimeInterval(maDataUpdateStartTime, maDataUpdateEndTime);
if(nDeltaMs >= DATAUPDATE_FPS_TIME)
{
int iFPS = miDataUpdateCounter * 1000 / aDeltaMs;
int iFPS = miDataUpdateCounter * 1000 / nDeltaMs;
if (iFPS)
{
maDataUpdateFPS = OUString("Data Update FPS: ") + OUString::number(iFPS);
}
else
{
float fFPS = (float)miDataUpdateCounter * 1000 / (float)aDeltaMs;
float fFPS = (float)miDataUpdateCounter * 1000 / (float)nDeltaMs;
maDataUpdateFPS = OUString("Data Update FPS: ") + OUString::number(fFPS);
}
miDataUpdateCounter = 0;
......@@ -1000,125 +999,125 @@ void GL3DBarChart::updateDataUpdateFPS()
void GL3DBarChart::recordBarHistory(sal_uInt32 &nBarID, float &nVal)
{
std::list<float> &alist = maBarHistory[nBarID];
if(alist.size() == HISTORY_NUM)
alist.pop_front();
alist.push_back(nVal);
std::list<float>& aList = maBarHistory[nBarID];
if(aList.size() == HISTORY_NUM)
aList.pop_front();
aList.push_back(nVal);
}
void GL3DBarChart::updateClickEvent()
{
if (maRenderEvent == EVENT_CLICK)
{
std::list<float> &alist = maBarHistory[mSelectBarId];
std::list<float>& aList = maBarHistory[mSelectBarId];
sal_uInt32 idex = 0;
for (std::list<float>::iterator it = alist.begin();it != alist.end();it++)
for (std::list<float>::iterator it = aList.begin();it != aList.end();it++)
{
OUString barValue;
if (idex + 1 == alist.size())
OUString aBarValue;
if (idex + 1 == aList.size())
{
barValue = OUString("Value: ") + OUString::number(*it);
maScreenTextShapes.push_back(new opengl3D::ScreenText(mpRenderer.get(), *mpTextCache, barValue, CALC_POS_EVENT_ID));
opengl3D::TextCacheItem tmpTextCache = mpTextCache->getText(barValue);
float rectWidth = (float)tmpTextCache.maSize.Width() / (float)tmpTextCache.maSize.Height() * 0.03;
aBarValue = OUString("Value: ") + OUString::number(*it);
maScreenTextShapes.push_back(new opengl3D::ScreenText(mpRenderer.get(), *mpTextCache, aBarValue, CALC_POS_EVENT_ID));
opengl3D::TextCacheItem aTextCache = mpTextCache->getText(aBarValue);
float nRectWidth = (float)aTextCache.maSize.Width() / (float)aTextCache.maSize.Height() * 0.03;
std::map<sal_uInt32, const BarInformation>::const_iterator itr = maBarMap.find(mSelectBarId);
const BarInformation& rBarInfo = itr->second;
glm::vec3 textPos = glm::vec3(rBarInfo.maPos.x + BAR_SIZE_X / 2.0f,
glm::vec3 aTextPos = glm::vec3(rBarInfo.maPos.x + BAR_SIZE_X / 2.0f,
rBarInfo.maPos.y + BAR_SIZE_Y / 2.0f,
rBarInfo.maPos.z);
opengl3D::ScreenText* pScreenText = static_cast<opengl3D::ScreenText*>(&maScreenTextShapes.back());
pScreenText->setPosition(glm::vec2(-rectWidth / 2, 0.03f), glm::vec2(rectWidth / 2, -0.03f), textPos);
pScreenText->setPosition(glm::vec2(-nRectWidth / 2, 0.03f), glm::vec2(nRectWidth / 2, -0.03f), aTextPos);
}
else
{
barValue = OUString("History_") + OUString::number(idex) + OUString(": ") + OUString::number(*it);
addScreenTextShape(barValue, glm::vec2(0.65f, 0.99f - (idex * 0.1f)), 0.1f);
aBarValue = OUString("History_") + OUString::number(idex) + OUString(": ") + OUString::number(*it);
addScreenTextShape(aBarValue, glm::vec2(0.65f, 0.99f - (idex * 0.1f)), 0.1f);
}
idex++;
}
}
}
float GL3DBarChart::calcScrollDistance(glm::mat4 &mvp, glm::vec3 pos)
float GL3DBarChart::calcScrollDistance(glm::mat4& rMVP, glm::vec3 aPos)
{
glm::vec4 screenPos = mvp * glm::vec4(pos, 1.0);
glm::vec3 actualPos = glm::vec3(screenPos.x / screenPos.w, screenPos.y / screenPos.w, 0.0);
return glm::length(actualPos);
glm::vec4 aScreenPos = rMVP * glm::vec4(aPos, 1.0);
glm::vec3 aActualPos = glm::vec3(aScreenPos.x / aScreenPos.w, aScreenPos.y / aScreenPos.w, 0.0);
return glm::length(aActualPos);
}
void GL3DBarChart::calcDistance(std::vector<sal_uInt32> & vectorNearest)
void GL3DBarChart::calcDistance(std::vector<sal_uInt32> & rVectorNearest)
{
int i =0;
glm::mat4 projection = mpRenderer->GetProjectionMatrix();
glm::mat4 view = mpRenderer->GetViewMatrix();
glm::mat4 scale = mpRenderer->GetGlobalScaleMatrix();
glm::mat4 mvp = projection * view * scale;
glm::mat4 aProjection = mpRenderer->GetProjectionMatrix();
glm::mat4 aView = mpRenderer->GetViewMatrix();
glm::mat4 aScale = mpRenderer->GetGlobalScaleMatrix();
glm::mat4 aMVP = aProjection * aView * aScale;
std::map<sal_uInt32, const BarInformation>::iterator it;
for(it= maBarMap.begin(); it!= maBarMap.end(); ++it)
{
sal_uInt32 nId = it->first;
if(i < SHOW_VALUE_COUNT)
{
vectorNearest.push_back(nId);
rVectorNearest.push_back(nId);
i++;
}
maDistanceMap[nId] = calcScrollDistance(mvp, glm::vec3(it->second.maPos.x + BAR_SIZE_X / 2.0f,
maDistanceMap[nId] = calcScrollDistance(aMVP, glm::vec3(it->second.maPos.x + BAR_SIZE_X / 2.0f,
it->second.maPos.y + BAR_SIZE_Y / 2.0f,
it->second.maPos.z));
}
}
void GL3DBarChart::initDistanceHeap(std::vector<sal_uInt32> &vectorNearest)
void GL3DBarChart::initDistanceHeap(std::vector<sal_uInt32> &rVectorNearest)
{
for(int i= (vectorNearest.size()-2)/2; i>= 0; i--)
for(int i= (rVectorNearest.size()-2)/2; i>= 0; i--)
{
keepHeap(vectorNearest, i);
keepHeap(rVectorNearest, i);
}
}
void GL3DBarChart::keepHeap(std::vector<sal_uInt32> &vectorNearest, int index)
void GL3DBarChart::keepHeap(std::vector<sal_uInt32> &rVectorNearest, int nIndex)
{
size_t parentindex = index;
while(parentindex < vectorNearest.size())
size_t nParentIndex = nIndex;
while(nParentIndex < rVectorNearest.size())
{
size_t leftindex = parentindex * 2 + 1;
size_t rightindex = leftindex +1;
if(leftindex >= vectorNearest.size())
size_t nLeftIndex = nParentIndex * 2 + 1;
size_t nRightIndex = nLeftIndex +1;
if(nLeftIndex >= rVectorNearest.size())
break;
size_t farthestindex = leftindex;
float farthest = maDistanceMap[vectorNearest[leftindex]];
if(rightindex < vectorNearest.size())
size_t nFarthestIndex = nLeftIndex;
float nFarthest = maDistanceMap[rVectorNearest[nLeftIndex]];
if(nRightIndex < rVectorNearest.size())
{
float right = maDistanceMap[vectorNearest[rightindex]];
if(right > farthest)
float nRight = maDistanceMap[rVectorNearest[nRightIndex]];
if(nRight > nFarthest)
{
farthest = right;
farthestindex = rightindex;
nFarthest = nRight;
nFarthestIndex = nRightIndex;
}
}
float parent = maDistanceMap[vectorNearest[parentindex]];
if(parent >= farthest)
float nParent = maDistanceMap[rVectorNearest[nParentIndex]];
if(nParent >= nFarthest)
break;
else
{
swapVector(parentindex , farthestindex, vectorNearest);
parentindex = farthestindex;
swapVector(nParentIndex , nFarthestIndex, rVectorNearest);
nParentIndex = nFarthestIndex;
}
}
}
void GL3DBarChart::swapVector(int i, int j, std::vector<sal_uInt32> &vectorNearest)
void GL3DBarChart::swapVector(int i, int j, std::vector<sal_uInt32> &rVectorNearest)
{
sal_uInt32 tmp = vectorNearest[i];
vectorNearest[i] = vectorNearest[j];
vectorNearest[j] = tmp;
sal_uInt32 nTmp = rVectorNearest[i];
rVectorNearest[i] = rVectorNearest[j];
rVectorNearest[j] = nTmp;
}
void GL3DBarChart::getNearestBars(std::vector<sal_uInt32> &vectorNearest)
void GL3DBarChart::getNearestBars(std::vector<sal_uInt32> &rVectorNearest)
{
calcDistance(vectorNearest);
initDistanceHeap(vectorNearest);
calcDistance(rVectorNearest);
initDistanceHeap(rVectorNearest);
std::map<sal_uInt32, float>::iterator it;
int i = 0;
for(it= maDistanceMap.begin(); it!= maDistanceMap.end(); ++it)
......@@ -1126,12 +1125,12 @@ void GL3DBarChart::getNearestBars(std::vector<sal_uInt32> &vectorNearest)
i++;
if(i <= SHOW_VALUE_COUNT)
continue;
float distance = it->second;
float Heaphead = maDistanceMap[vectorNearest[0]];
if(distance < Heaphead)
float nDistance = it->second;
float nHeaphead = maDistanceMap[rVectorNearest[0]];
if(nDistance < nHeaphead)
{
vectorNearest[0] = it->first;
keepHeap(vectorNearest, 0);
rVectorNearest[0] = it->first;
keepHeap(rVectorNearest, 0);
}
}
}
......@@ -1140,32 +1139,33 @@ void GL3DBarChart::updateScroll()
{
if ((maRenderEvent == EVENT_SCROLL) || (maRenderEvent == EVENT_SHOW_SCROLL))
{
float minDistance = 0.0f;
std::vector<BarInformation> barInfoList;
float fMinDistance = 0.0f;
std::vector<BarInformation> aBarInfoList;
for(size_t i= 0;i < maVectorNearest.size(); i++)
{
//get bar height position
std::map<sal_uInt32, const BarInformation>::const_iterator itr = maBarMap.find(maVectorNearest[i]);
const BarInformation& rBarInfo = itr->second;
barInfoList.push_back(rBarInfo);
glm::vec3 pos = rBarInfo.maPos;
minDistance = (minDistance == 0.0f) ? glm::length(pos - maCameraPosition) :
std::min(glm::length(pos - maCameraPosition), minDistance);
aBarInfoList.push_back(rBarInfo);
glm::vec3 aPos = rBarInfo.maPos;
fMinDistance = (fMinDistance == 0.0f) ? glm::length(aPos - maCameraPosition) :
std::min(glm::length(aPos - maCameraPosition), fMinDistance);
}
if (minDistance <= SHOW_SCROLL_TEXT_DISTANCE)
if (fMinDistance <= SHOW_SCROLL_TEXT_DISTANCE)
{
//update scroll value
for(size_t i = 0; i < barInfoList.size(); i++)
for(size_t i = 0; i < aBarInfoList.size(); i++)
{
OUString barValue = OUString("Value: ") + OUString::number(barInfoList[i].mnVal);
maScreenTextShapes.push_back(new opengl3D::ScreenText(mpRenderer.get(), *mpTextCache, barValue, CALC_POS_EVENT_ID));
opengl3D::TextCacheItem tmpTextCache = mpTextCache->getText(barValue);
float rectWidth = (float)tmpTextCache.maSize.Width() / (float)tmpTextCache.maSize.Height() * 0.03;
glm::vec3 textPos = glm::vec3(barInfoList[i].maPos.x + BAR_SIZE_X / 2.0f,
barInfoList[i].maPos.y + BAR_SIZE_Y / 2.0f,
barInfoList[i].maPos.z);
OUString aBarValue = OUString("Value: ") + OUString::number(aBarInfoList[i].mnVal);
maScreenTextShapes.push_back(new opengl3D::ScreenText(mpRenderer.get(), *mpTextCache, aBarValue, CALC_POS_EVENT_ID));
opengl3D::TextCacheItem aTextCache = mpTextCache->getText(aBarValue);
float nRectWidth = (float)aTextCache.maSize.Width() / (float)aTextCache.maSize.Height() * 0.03;
glm::vec3 aTextPos = glm::vec3(aBarInfoList[i].maPos.x + BAR_SIZE_X / 2.0f,
aBarInfoList[i].maPos.y + BAR_SIZE_Y / 2.0f,
aBarInfoList[i].maPos.z);
opengl3D::ScreenText* pScreenText = static_cast<opengl3D::ScreenText*>(&maScreenTextShapes.back());
pScreenText->setPosition(glm::vec2(-rectWidth / 2, 0.03f), glm::vec2(rectWidth / 2, -0.03f), textPos);
pScreenText->setPosition(glm::vec2(-nRectWidth / 2, 0.03f), glm::vec2(nRectWidth / 2, -0.03f), aTextPos);
}
}
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment