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-rw-r--r--src/datavis3d/engine/scatter3drenderer.cpp42
1 files changed, 21 insertions, 21 deletions
diff --git a/src/datavis3d/engine/scatter3drenderer.cpp b/src/datavis3d/engine/scatter3drenderer.cpp
index 7964d662..4184abc9 100644
--- a/src/datavis3d/engine/scatter3drenderer.cpp
+++ b/src/datavis3d/engine/scatter3drenderer.cpp
@@ -83,8 +83,8 @@ Scatter3DRenderer::Scatter3DRenderer(Scatter3DController *controller)
m_controller(controller),
m_selectedItem(0),
m_previouslySelectedItem(0),
- m_tickCount(5),
- m_tickStep(0.2f),
+ m_segmentCount(5),
+ m_segmentStep(0.2f),
m_xFlipped(false),
m_zFlipped(false),
m_updateLabels(false),
@@ -158,8 +158,8 @@ void Scatter3DRenderer::initializePreOpenGL()
&Scatter3DRenderer::updateGridEnabled);
QObject::connect(m_controller, &Scatter3DController::backgroundEnabledChanged, this,
&Scatter3DRenderer::updateBackgroundEnabled);
- QObject::connect(m_controller, &Scatter3DController::tickCountChanged, this,
- &Scatter3DRenderer::updateTickCount);
+ QObject::connect(m_controller, &Scatter3DController::segmentCountChanged, this,
+ &Scatter3DRenderer::updateSegmentCount);
QObject::connect(m_controller, &Scatter3DController::zoomLevelChanged, this,
&Scatter3DRenderer::updateZoomLevel);
@@ -806,7 +806,7 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
// Disable textures
glDisable(GL_TEXTURE_2D);
- // TODO: Grid lines cannot be done as in bars; we need configurable lines. Let's use ticks for now.
+ // TODO: Grid lines cannot be done as in bars; we need configurable lines. Let's use segments for now.
// Draw grid lines
if (m_cachedIsGridEnabled && m_heightNormalizer) {
// Bind bar shader
@@ -821,10 +821,10 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
// Floor lines: rows
#ifdef USE_UNIFORM_SCALING
- GLfloat lineStep = (2.0f * m_scaleFactor * aspectRatio) / m_tickCount;
+ GLfloat lineStep = (2.0f * m_scaleFactor * aspectRatio) / m_segmentCount;
GLfloat startLine = -m_scaleFactor * aspectRatio;
#else
- GLfloat lineStep = (2.0f * m_areaSize.height() * aspectRatio) / m_tickCount;
+ GLfloat lineStep = (2.0f * m_areaSize.height() * aspectRatio) / m_segmentCount;
GLfloat startLine = -m_areaSize.height() * aspectRatio;
#endif
@@ -885,7 +885,7 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
// Floor lines: columns
#ifndef USE_UNIFORM_SCALING
- lineStep = (2.0f * m_areaSize.width() * aspectRatio) / m_tickCount;
+ lineStep = (2.0f * m_areaSize.width() * aspectRatio) / m_segmentCount;
startLine = -m_areaSize.width() * aspectRatio;
#endif
@@ -945,7 +945,7 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
}
// Wall lines: back wall
- lineStep = 2.0f * m_tickStep;
+ lineStep = 2.0f * m_segmentStep;
startLine = -m_heightNormalizer;
for (GLfloat linePos = startLine; linePos <= -startLine; linePos += lineStep) {
@@ -1150,10 +1150,10 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
// Z Labels
#ifdef USE_UNIFORM_SCALING
- GLfloat posStep = (2.0f * m_scaleFactor * aspectRatio) / m_tickCount;
+ GLfloat posStep = (2.0f * m_scaleFactor * aspectRatio) / m_segmentCount;
GLfloat startPos = -m_scaleFactor * aspectRatio;
#else
- GLfloat posStep = (2.0f * m_areaSize.height() * aspectRatio) / m_tickCount;
+ GLfloat posStep = (2.0f * m_areaSize.height() * aspectRatio) / m_segmentCount;
GLfloat startPos = -m_areaSize.height() * aspectRatio;
#endif
int labelNbr = 0;
@@ -1196,7 +1196,7 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
}
// X Labels
#ifndef USE_UNIFORM_SCALING
- posStep = (2.0f * m_areaSize.width() * aspectRatio) / m_tickCount;
+ posStep = (2.0f * m_areaSize.width() * aspectRatio) / m_segmentCount;
startPos = -m_areaSize.width() * aspectRatio;
#endif
labelNbr = 0;
@@ -1238,7 +1238,7 @@ void Scatter3DRenderer::drawScene(CameraHelper *camera,
labelNbr++;
}
// Y Labels
- posStep = 2.0f * m_tickStep;
+ posStep = 2.0f * m_segmentStep;
startPos = -m_heightNormalizer;
labelNbr = 0;
for (GLfloat labelPos = startPos; labelPos <= -startPos; labelPos += posStep) {
@@ -1418,14 +1418,14 @@ void Scatter3DRenderer::updateShadowQuality(ShadowQuality quality)
#endif
}
-void Scatter3DRenderer::updateTickCount(GLint tickCount, GLfloat step, GLfloat minimum)
+void Scatter3DRenderer::updateSegmentCount(GLint segmentCount, GLfloat step, GLfloat minimum)
{
//qDebug() << __FUNCTION__;
- m_tickCount = tickCount;
- m_tickStep = step;
- if (tickCount > 0 && step > 0) {
+ m_segmentCount = segmentCount;
+ m_segmentStep = step;
+ if (segmentCount > 0 && step > 0) {
m_autoAdjust = false;
- m_heightNormalizer = tickCount * step;
+ m_heightNormalizer = segmentCount * step;
calculateHeightAdjustment(QPair<float, float>(minimum, m_heightNormalizer));
m_valueUpdateNeeded = true;
}
@@ -1494,13 +1494,13 @@ void Scatter3DRenderer::calculateSceneScalingFactors(const QVector3D &limits)
{
if (m_autoAdjust) {
m_heightNormalizer = (GLfloat)qMax((qreal)m_heightNormalizer, qFabs(limits.y()));
- m_tickStep = m_heightNormalizer / m_tickCount;
+ m_segmentStep = m_heightNormalizer / m_segmentCount;
}
- // Auto-adjust these anyway (until axis -based ticks are taken into use)
+ // Auto-adjust these anyway (until axis -based segments are taken into use)
m_areaSize.setHeight(qMax(m_areaSize.height(), (qreal)limits.z()));
m_areaSize.setWidth(qMax(m_areaSize.width(), (qreal)limits.x()));
m_scaleFactor = qMax(qMax((qreal)m_scaleFactor, m_areaSize.width()), m_areaSize.height());
- //qDebug() << m_heightNormalizer << m_areaSize << m_scaleFactor << m_tickStep;
+ //qDebug() << m_heightNormalizer << m_areaSize << m_scaleFactor << m_segmentStep;
}
void Scatter3DRenderer::calculateHeightAdjustment(const QPair<GLfloat, GLfloat> &limits)