2016-01-11 15:21:35 +00:00
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/****************************************************************************
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2014-08-12 11:12:17 +00:00
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**
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2016-01-11 15:21:35 +00:00
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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2014-08-12 11:12:17 +00:00
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**
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2016-01-11 15:21:35 +00:00
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** This file is part of the Qt Data Visualization module of the Qt Toolkit.
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2014-08-12 11:12:17 +00:00
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**
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2016-01-11 15:21:35 +00:00
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** $QT_BEGIN_LICENSE:GPL$
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2015-10-19 14:00:39 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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2016-01-11 15:21:35 +00:00
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 or (at your option) any later version
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** approved by the KDE Free Qt Foundation. The licenses are as published by
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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2014-08-12 11:12:17 +00:00
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**
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2015-10-19 14:00:39 +00:00
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** $QT_END_LICENSE$
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**
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2016-01-11 15:21:35 +00:00
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****************************************************************************/
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2014-08-12 11:12:17 +00:00
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#include "custominputhandler.h"
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#include <QtDataVisualization/Q3DCamera>
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#include <QtCore/qmath.h>
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CustomInputHandler::CustomInputHandler(QAbstract3DGraph *graph, QObject *parent) :
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Q3DInputHandler(parent),
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m_highlight(0),
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m_mousePressed(false),
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m_state(StateNormal),
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m_axisX(0),
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m_axisZ(0),
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m_speedModifier(20.0f)
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{
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// Connect to the item selection signal from graph
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connect(graph, &QAbstract3DGraph::selectedElementChanged, this,
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&CustomInputHandler::handleElementSelected);
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}
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void CustomInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos)
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{
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if (Qt::LeftButton == event->button()) {
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m_highlight->setVisible(false);
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m_mousePressed = true;
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}
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Q3DInputHandler::mousePressEvent(event, mousePos);
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}
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2014-08-15 05:55:20 +00:00
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//! [1]
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2014-08-12 11:12:17 +00:00
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void CustomInputHandler::wheelEvent(QWheelEvent *event)
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{
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float delta = float(event->delta());
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m_axisXMinValue += delta;
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m_axisXMaxValue -= delta;
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m_axisZMinValue += delta;
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m_axisZMaxValue -= delta;
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checkConstraints();
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float y = (m_axisXMaxValue - m_axisXMinValue) * m_aspectRatio;
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m_axisX->setRange(m_axisXMinValue, m_axisXMaxValue);
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m_axisY->setRange(100.0f, y);
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m_axisZ->setRange(m_axisZMinValue, m_axisZMaxValue);
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}
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2014-08-15 05:55:20 +00:00
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//! [1]
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2014-08-12 11:12:17 +00:00
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void CustomInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos)
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{
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// Check if we're trying to drag axis label
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if (m_mousePressed && m_state != StateNormal) {
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setPreviousInputPos(inputPosition());
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setInputPosition(mousePos);
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handleAxisDragging();
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} else {
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Q3DInputHandler::mouseMoveEvent(event, mousePos);
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}
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}
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void CustomInputHandler::mouseReleaseEvent(QMouseEvent *event, const QPoint &mousePos)
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{
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Q3DInputHandler::mouseReleaseEvent(event, mousePos);
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m_mousePressed = false;
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m_state = StateNormal;
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}
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void CustomInputHandler::handleElementSelected(QAbstract3DGraph::ElementType type)
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{
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switch (type) {
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case QAbstract3DGraph::ElementAxisXLabel:
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m_state = StateDraggingX;
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break;
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case QAbstract3DGraph::ElementAxisZLabel:
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m_state = StateDraggingZ;
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break;
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default:
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m_state = StateNormal;
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break;
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}
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}
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void CustomInputHandler::handleAxisDragging()
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{
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float distance = 0.0f;
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// Get scene orientation from active camera
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float xRotation = scene()->activeCamera()->xRotation();
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// Calculate directional drag multipliers based on rotation
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float xMulX = qCos(qDegreesToRadians(xRotation));
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float xMulY = qSin(qDegreesToRadians(xRotation));
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float zMulX = qSin(qDegreesToRadians(xRotation));
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float zMulY = qCos(qDegreesToRadians(xRotation));
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// Get the drag amount
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QPoint move = inputPosition() - previousInputPos();
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// Adjust axes
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switch (m_state) {
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2014-08-15 05:55:20 +00:00
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//! [0]
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2014-08-12 11:12:17 +00:00
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case StateDraggingX:
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distance = (move.x() * xMulX - move.y() * xMulY) * m_speedModifier;
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m_axisXMinValue -= distance;
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m_axisXMaxValue -= distance;
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if (m_axisXMinValue < m_areaMinValue) {
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float dist = m_axisXMaxValue - m_axisXMinValue;
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m_axisXMinValue = m_areaMinValue;
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m_axisXMaxValue = m_axisXMinValue + dist;
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}
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if (m_axisXMaxValue > m_areaMaxValue) {
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float dist = m_axisXMaxValue - m_axisXMinValue;
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m_axisXMaxValue = m_areaMaxValue;
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m_axisXMinValue = m_axisXMaxValue - dist;
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}
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m_axisX->setRange(m_axisXMinValue, m_axisXMaxValue);
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break;
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2014-08-15 05:55:20 +00:00
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//! [0]
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2014-08-12 11:12:17 +00:00
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case StateDraggingZ:
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distance = (move.x() * zMulX + move.y() * zMulY) * m_speedModifier;
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m_axisZMinValue += distance;
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m_axisZMaxValue += distance;
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if (m_axisZMinValue < m_areaMinValue) {
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float dist = m_axisZMaxValue - m_axisZMinValue;
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m_axisZMinValue = m_areaMinValue;
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m_axisZMaxValue = m_axisZMinValue + dist;
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}
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if (m_axisZMaxValue > m_areaMaxValue) {
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float dist = m_axisZMaxValue - m_axisZMinValue;
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m_axisZMaxValue = m_areaMaxValue;
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m_axisZMinValue = m_axisZMaxValue - dist;
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}
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m_axisZ->setRange(m_axisZMinValue, m_axisZMaxValue);
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break;
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default:
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break;
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}
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}
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void CustomInputHandler::checkConstraints()
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{
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2014-08-15 05:55:20 +00:00
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//! [2]
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2014-08-12 11:12:17 +00:00
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if (m_axisXMinValue < m_areaMinValue)
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m_axisXMinValue = m_areaMinValue;
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if (m_axisXMaxValue > m_areaMaxValue)
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m_axisXMaxValue = m_areaMaxValue;
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// Don't allow too much zoom in
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if ((m_axisXMaxValue - m_axisXMinValue) < m_axisXMinRange) {
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float adjust = (m_axisXMinRange - (m_axisXMaxValue - m_axisXMinValue)) / 2.0f;
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m_axisXMinValue -= adjust;
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m_axisXMaxValue += adjust;
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}
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2014-08-15 05:55:20 +00:00
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//! [2]
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2014-08-12 11:12:17 +00:00
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if (m_axisZMinValue < m_areaMinValue)
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m_axisZMinValue = m_areaMinValue;
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if (m_axisZMaxValue > m_areaMaxValue)
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m_axisZMaxValue = m_areaMaxValue;
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// Don't allow too much zoom in
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if ((m_axisZMaxValue - m_axisZMinValue) < m_axisZMinRange) {
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float adjust = (m_axisZMinRange - (m_axisZMaxValue - m_axisZMinValue)) / 2.0f;
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m_axisZMinValue -= adjust;
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m_axisZMaxValue += adjust;
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}
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}
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