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

   Copyright (C) 2002-2008 Gilles Debunne. All rights reserved.

   This file is part of the QGLViewer library version 2.3.5.

   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 "multiView.h"

using namespace qglviewer;
using namespace std;

Viewer::Viewer(const Scene* const s, int type, QWidget* parent, const QGLWidget* shareWidget)
#if QT_VERSION < 0x040000
  : QGLViewer(parent, "viewer", shareWidget)
  , scene_(s)
#else
  : QGLViewer(parent, shareWidget)
  , scene_(s)
#endif
{
  setAxisIsDrawn();
  setGridIsDrawn();

  if(type < 3) {
    // Move camera according to viewer type (on X, Y or Z axis)
    camera()->setPosition(Vec((type == 0) ? 1.0 : 0.0, (type == 1) ? 1.0 : 0.0, (type == 2) ? 1.0 : 0.0));
    camera()->lookAt(sceneCenter());

    camera()->setType(Camera::ORTHOGRAPHIC);
    camera()->showEntireScene();

    // Forbid rotation
    WorldConstraint* constraint = new WorldConstraint();
    constraint->setRotationConstraintType(AxisPlaneConstraint::FORBIDDEN);
    camera()->frame()->setConstraint(constraint);
  }

  restoreStateFromFile();
}

void Viewer::draw() {
  scene_->draw();
}

// Draws a spiral
void Scene::draw() const
{
  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 - 0.8f * ratio;
    float r2 = 0.8f - 0.8f * ratio;
    float alt = ratio - 0.5f;
    const float nor = 0.5f;
    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 + 0.05f, r2 * s);
  }
  glEnd();
}
