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/*=====================================================================
QGroundControl Open Source Ground Control Station
(c) 2009, 2010 QGROUNDCONTROL PROJECT <http://www.qgroundcontrol.org>
This file is part of the QGROUNDCONTROL project
QGROUNDCONTROL is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
QGROUNDCONTROL is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with QGROUNDCONTROL. If not, see <http://www.gnu.org/licenses/>.
======================================================================*/
/**
* @file
* @brief Definition of the class Q3DWidget.
*
* @author Lionel Heng <hengli@student.ethz.ch>
*
*/
static const float KEY_ROTATE_AMOUNT = 5.0f;
static const float KEY_MOVE_AMOUNT = 10.0f;
static const float KEY_ZOOM_AMOUNT = 5.0f;
Q3DWidget::Q3DWidget(QWidget* parent)
: QGLWidget(QGLFormat(QGL::Rgba | QGL::DoubleBuffer | QGL:: DepthBuffer |
QGL::StencilBuffer), parent)
, userDisplayFunc(NULL)
, userKeyboardFunc(NULL)
, userMouseFunc(NULL)
, userMotionFunc(NULL)
, userDisplayFuncData(NULL)
, userKeyboardFuncData(NULL)
, userMouseFuncData(NULL)
, userMotionFuncData(NULL)
, windowWidth(0)
, windowHeight(0)
, requestedFps(0.0f)
, lastMouseX(0)
, lastMouseY(0)
, _is3D(true)
, _forceRedraw(false)
, allow2DRotation(true)
, limitCamera(false)
, timerFunc(NULL)
, timerFuncData(NULL)
{
lm
committed
cameraPose.pan = 50.0f;
cameraPose.tilt = 200.0f;
cameraPose.distance = 5.0f;
cameraPose.xOffset = 0.0f;
cameraPose.yOffset = 0.0f;
cameraPose.zOffset = 0.0f;
cameraPose.xOffset2D = 0.0f;
cameraPose.yOffset2D = 0.0f;
cameraPose.rotation2D = 0.0f;
cameraPose.zoom = 1.0f;
cameraPose.warpX = 1.0f;
cameraPose.warpY = 1.0f;
cameraParams.zoomSensitivity = 0.05f;
cameraParams.rotateSensitivity = 0.5f;
cameraParams.moveSensitivity = 0.001f;
cameraParams.minZoomRange = 0.5f;
cameraParams.cameraFov = 30.0f;
cameraParams.minClipRange = 1.0f;
cameraParams.maxClipRange = 400.0f;
cameraParams.zoomSensitivity2D = 0.02f;
cameraParams.rotateSensitivity2D = 0.005f;
cameraParams.moveSensitivity2D = 1.0f;
}
Q3DWidget::~Q3DWidget()
{
}
void
Q3DWidget::initialize(int32_t windowX, int32_t windowY,
int32_t windowWidth, int32_t windowHeight, float fps)
{
this->windowWidth = windowWidth;
this->windowHeight = windowHeight;
resize(windowWidth, windowHeight);
move(windowX, windowY);
timer.start(static_cast<int>(floorf(1000.0f / requestedFps)), this);
}
void
Q3DWidget::setCameraParams(float zoomSensitivity, float rotateSensitivity,
float moveSensitivity, float minZoomRange,
float cameraFov, float minClipRange,
float maxClipRange)
{
cameraParams.zoomSensitivity = zoomSensitivity;
cameraParams.rotateSensitivity = rotateSensitivity;
cameraParams.moveSensitivity = moveSensitivity;
cameraParams.minZoomRange = minZoomRange;
cameraParams.cameraFov = cameraFov;
cameraParams.minClipRange = minClipRange;
cameraParams.maxClipRange = maxClipRange;
limitCamera = true;
_forceRedraw = true;
}
void
Q3DWidget::setCameraLimit(bool onoff)
{
limitCamera = onoff;
}
void
Q3DWidget::set2DCameraParams(float zoomSensitivity2D,
float rotateSensitivity2D,
float moveSensitivity2D)
{
cameraParams.zoomSensitivity2D = zoomSensitivity2D;
cameraParams.rotateSensitivity2D = rotateSensitivity2D;
cameraParams.moveSensitivity2D = moveSensitivity2D;
}
void
Q3DWidget::set3D(bool onoff)
{
}
bool
Q3DWidget::is3D(void) const
{
}
void
Q3DWidget::setInitialCameraPos(float pan, float tilt, float range,
float xOffset, float yOffset, float zOffset)
{
cameraPose.pan = pan;
cameraPose.tilt = tilt;
cameraPose.distance = range;
cameraPose.xOffset = xOffset;
cameraPose.yOffset = yOffset;
cameraPose.zOffset = zOffset;
}
void
Q3DWidget::setInitial2DCameraPos(float xOffset, float yOffset,
float rotation, float zoom)
{
cameraPose.xOffset2D = xOffset;
cameraPose.yOffset2D = yOffset;
cameraPose.rotation2D = rotation;
cameraPose.zoom = zoom;
}
void
Q3DWidget::setCameraPose(const CameraPose& cameraPose)
{
this->cameraPose = cameraPose;
}
CameraPose
Q3DWidget::getCameraPose(void) const
{
}
void
Q3DWidget::setDisplayFunc(DisplayFunc func, void* clientData)
{
userDisplayFunc = func;
userDisplayFuncData = clientData;
}
void
Q3DWidget::setKeyboardFunc(KeyboardFunc func, void* clientData)
{
userKeyboardFunc = func;
userKeyboardFuncData = clientData;
}
void
Q3DWidget::setMouseFunc(MouseFunc func, void* clientData)
{
userMouseFunc = func;
userMouseFuncData = clientData;
}
void
Q3DWidget::setMotionFunc(MotionFunc func, void* clientData)
{
userMotionFunc = func;
userMotionFuncData = clientData;
}
void
Q3DWidget::addTimerFunc(uint32_t msecs, void(*func)(void *),
void* clientData)
{
timerFunc = func;
timerFuncData = clientData;
QTimer::singleShot(msecs, this, SLOT(userTimer()));
}
void
Q3DWidget::userTimer(void)
{
if (timerFunc)
{
timerFunc(timerFuncData);
}
}
void
Q3DWidget::forceRedraw(void)
{
}
void
Q3DWidget::set2DWarping(float warpX, float warpY)
{
cameraPose.warpX = warpX;
cameraPose.warpY = warpY;
}
void
Q3DWidget::recenter(void)
{
cameraPose.xOffset = 0.0f;
cameraPose.yOffset = 0.0f;
cameraPose.zOffset = 0.0f;
}
void
Q3DWidget::recenter2D(void)
{
cameraPose.xOffset2D = 0.0f;
cameraPose.yOffset2D = 0.0f;
}
void
Q3DWidget::set2DRotation(bool onoff)
{
void
Q3DWidget::setDisplayMode2D(void)
{
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, static_cast<GLfloat>(getWindowWidth()),
0.0, static_cast<GLfloat>(getWindowHeight()),
-10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Q3DWidget::getPositionIn3DMode(int32_t mouseX, int32_t mouseY)
float cx = windowWidth / 2.0f;
float cy = windowHeight / 2.0f;
float pan = d2r(-90.0f - cameraPose.pan);
float tilt = d2r(90.0f - cameraPose.tilt);
float d = cameraPose.distance;
float f = cy / tanf(d2r(cameraParams.cameraFov / 2.0f));
float px = (mouseX - cx) * cosf(tilt) * d / (cosf(tilt) * f + sinf(tilt)
* mouseY - sinf(tilt) * cy);
float py = -(mouseY - cy) * d / (cosf(tilt) * f + sinf(tilt) * mouseY
- sinf(tilt) * cy);
std::pair<float,float> sceneCoords;
sceneCoords.first = px * cosf(pan) + py * sinf(pan) + cameraPose.xOffset;
sceneCoords.second = -px * sinf(pan) + py * cosf(pan) + cameraPose.yOffset;
Q3DWidget::getPositionIn2DMode(int32_t mouseX, int32_t mouseY)
float dx = (mouseX - windowWidth / 2.0f) / cameraPose.zoom;
float dy = (windowHeight / 2.0f - mouseY) / cameraPose.zoom;
float ctheta = cosf(-cameraPose.rotation2D);
float stheta = sinf(-cameraPose.rotation2D);
std::pair<float,float> coords;
coords.first = cameraPose.xOffset2D + ctheta * dx - stheta * dy;
coords.second = cameraPose.yOffset2D + stheta * dx + ctheta * dy;
}
int
Q3DWidget::getWindowWidth(void)
{
}
int
Q3DWidget::getWindowHeight(void)
{
}
int
Q3DWidget::getLastMouseX(void)
{
}
int
Q3DWidget::getLastMouseY(void)
{
}
int
Q3DWidget::getMouseX(void)
{
return mapFromGlobal(cursor().pos()).x();
}
int
Q3DWidget::getMouseY(void)
{
return mapFromGlobal(cursor().pos()).y();
}
void
Q3DWidget::rotateCamera(float dx, float dy)
{
cameraPose.pan += dx * cameraParams.rotateSensitivity;
cameraPose.tilt += dy * cameraParams.rotateSensitivity;
if (limitCamera)
if (cameraPose.tilt < 180.5f)
{
cameraPose.tilt = 180.5f;
}
else if (cameraPose.tilt > 269.5f)
{
cameraPose.tilt = 269.5f;
}
}
void
Q3DWidget::zoomCamera(float dy)
{
cameraPose.distance -=
dy * cameraParams.zoomSensitivity * cameraPose.distance;
if (cameraPose.distance < cameraParams.minZoomRange)
{
cameraPose.distance = cameraParams.minZoomRange;
}
}
void
Q3DWidget::moveCamera(float dx, float dy)
{
cameraPose.xOffset +=
-dy * cosf(d2r(cameraPose.pan)) * cameraParams.moveSensitivity
* cameraPose.distance;
cameraPose.yOffset +=
-dy * sinf(d2r(cameraPose.pan)) * cameraParams.moveSensitivity
* cameraPose.distance;
cameraPose.xOffset += dx * cosf(d2r(cameraPose.pan - 90.0f))
* cameraParams.moveSensitivity * cameraPose.distance;
cameraPose.yOffset += dx * sinf(d2r(cameraPose.pan - 90.0f))
* cameraParams.moveSensitivity * cameraPose.distance;
}
void
Q3DWidget::rotateCamera2D(float dx)
{
if (allow2DRotation)
{
cameraPose.rotation2D += dx * cameraParams.rotateSensitivity2D;
}
}
void
Q3DWidget::zoomCamera2D(float dx)
{
cameraPose.zoom += dx * cameraParams.zoomSensitivity2D * cameraPose.zoom;
if (cameraPose.zoom > 1e7f)
{
cameraPose.zoom = 1e7f;
}
if (cameraPose.zoom < 1e-7f)
{
cameraPose.zoom = 1e-7f;
}
}
void
Q3DWidget::moveCamera2D(float dx, float dy)
{
float scaledX = dx / cameraPose.zoom;
float scaledY = dy / cameraPose.zoom;
cameraPose.xOffset2D -= (scaledX * cosf(-cameraPose.rotation2D)
+ scaledY * sinf(-cameraPose.rotation2D)) / cameraPose.warpX
* cameraParams.moveSensitivity2D;
cameraPose.yOffset2D -= (scaledX * sinf(-cameraPose.rotation2D)
- scaledY * cosf(-cameraPose.rotation2D)) / cameraPose.warpY
* cameraParams.moveSensitivity2D;
}
void Q3DWidget::switchTo3DMode(void)
{
// setup camera view
float cpan = d2r(cameraPose.pan);
float ctilt = d2r(cameraPose.tilt);
float cameraX = cameraPose.distance * cosf(cpan) * cosf(ctilt);
float cameraY = cameraPose.distance * sinf(cpan) * cosf(ctilt);
float cameraZ = cameraPose.distance * sinf(ctilt);
setDisplayMode3D();
glViewport(0, 0, static_cast<GLsizei>(windowWidth),
static_cast<GLsizei>(windowHeight));
gluLookAt(cameraX + cameraPose.xOffset, cameraY + cameraPose.yOffset,
cameraZ + cameraPose.zOffset, cameraPose.xOffset,
cameraPose.yOffset, cameraPose.zOffset, 0.0, 0.0, 1.0);
Q3DWidget::setDisplayMode3D()
float aspect = static_cast<float>(getWindowWidth()) /
static_cast<float>(getWindowHeight());
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(cameraParams.cameraFov, aspect,
cameraParams.minClipRange, cameraParams.maxClipRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(-1.0f, -1.0f, 1.0f);
}
float
Q3DWidget::r2d(float angle)
{
return angle * 57.295779513082320876f;
}
float
Q3DWidget::d2r(float angle)
{
return angle * 0.0174532925199432957692f;
}
void
Q3DWidget::initializeGL(void)
{
float lightAmbient[] = {0.0f, 0.0f, 0.0f, 0.0f};
float lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
float lightSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f};
float lightPosition[] = {0.0f, 0.0f, 100.0f, 0.0f};
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpecular);
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
glEnable(GL_LIGHT0);
glDisable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
}
void
Q3DWidget::paintGL(void)
{
if (_is3D)
{
// setup camera view
switchTo3DMode();
}
else
{
setDisplayMode2D();
// do camera control
glTranslatef(static_cast<float>(windowWidth) / 2.0f,
static_cast<float>(windowHeight) / 2.0f,
0.0f);
glScalef(cameraPose.zoom, cameraPose.zoom, 1.0f);
glRotatef(r2d(cameraPose.rotation2D), 0.0f, 0.0f, 1.0f);
glScalef(cameraPose.warpX, cameraPose.warpY, 1.0f);
glTranslatef(-cameraPose.xOffset2D, -cameraPose.yOffset2D, 0.0f);
}
// turn on smooth lines
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLineWidth(1.0f);
if (userDisplayFunc)
{
userDisplayFunc(userDisplayFuncData);
}
glFlush();
}
void
Q3DWidget::resizeGL(int32_t width, int32_t height)
{
glViewport(0, 0, width, height);
windowWidth = width;
windowHeight = height;
if (_is3D)
{
setDisplayMode3D();
}
else
{
setDisplayMode2D();
}
}
void
Q3DWidget::keyPressEvent(QKeyEvent* event)
{
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float dx = 0.0f, dy = 0.0f;
Qt::KeyboardModifiers modifiers = event->modifiers();
if (_is3D)
{
if (modifiers & Qt::ControlModifier)
{
switch (event->key())
{
case Qt::Key_Left:
dx = -KEY_ROTATE_AMOUNT;
dy = 0.0f;
break;
case Qt::Key_Right:
dx = KEY_ROTATE_AMOUNT;
dy = 0.0f;
break;
case Qt::Key_Up:
dx = 0.0f;
dy = KEY_ROTATE_AMOUNT;
break;
case Qt::Key_Down:
dx = 0.0f;
dy = -KEY_ROTATE_AMOUNT;
break;
default:
QWidget::keyPressEvent(event);
}
if (dx != 0.0f || dy != 0.0f)
{
rotateCamera(dx, dy);
}
}
else if (modifiers & Qt::AltModifier)
{
switch (event->key())
{
case Qt::Key_Up:
dy = KEY_ZOOM_AMOUNT;
break;
case Qt::Key_Down:
dy = -KEY_ZOOM_AMOUNT;
break;
default:
QWidget::keyPressEvent(event);
}
if (dy != 0.0f)
{
zoomCamera(dy);
}
}
else
{
switch (event->key())
{
case Qt::Key_Left:
dx = KEY_MOVE_AMOUNT;
dy = 0.0f;
break;
case Qt::Key_Right:
dx = -KEY_MOVE_AMOUNT;
dy = 0.0f;
break;
case Qt::Key_Up:
dx = 0.0f;
dy = -KEY_MOVE_AMOUNT;
break;
case Qt::Key_Down:
dx = 0.0f;
dy = KEY_MOVE_AMOUNT;
break;
default:
QWidget::keyPressEvent(event);
}
if (dx != 0.0f || dy != 0.0f)
{
moveCamera(dx, dy);
}
}
}
else
{
if (modifiers & Qt::ControlModifier)
{
switch (event->key())
{
case Qt::Key_Left:
dx = KEY_ROTATE_AMOUNT;
dy = 0.0f;
break;
case Qt::Key_Right:
dx = -KEY_ROTATE_AMOUNT;
dy = 0.0f;
break;
default:
QWidget::keyPressEvent(event);
}
if (dx != 0.0f)
{
rotateCamera2D(dx);
}
}
else if (modifiers & Qt::AltModifier)
{
switch (event->key())
{
case Qt::Key_Up:
dy = KEY_ZOOM_AMOUNT;
break;
case Qt::Key_Down:
dy = -KEY_ZOOM_AMOUNT;
break;
default:
QWidget::keyPressEvent(event);
}
if (dy != 0.0f)
{
zoomCamera2D(dy);
}
}
else
{
switch (event->key())
{
case Qt::Key_Left:
dx = KEY_MOVE_AMOUNT;
dy = 0.0f;
break;
case Qt::Key_Right:
dx = -KEY_MOVE_AMOUNT;
dy = 0.0f;
break;
case Qt::Key_Up:
dx = 0.0f;
dy = KEY_MOVE_AMOUNT;
break;
case Qt::Key_Down:
dx = 0.0f;
dy = -KEY_MOVE_AMOUNT;
break;
default:
QWidget::keyPressEvent(event);
}
if (dx != 0.0f || dy != 0.0f)
{
moveCamera2D(dx, dy);
}
}
}
_forceRedraw = true;
if (userKeyboardFunc)
{
if (event->text().isEmpty())
{
userKeyboardFunc(0, userKeyboardFuncData);
}
else
{
userKeyboardFunc(event->text().at(0).toAscii(),
userKeyboardFuncData);
}
}
}
void
Q3DWidget::mousePressEvent(QMouseEvent* event)
{
Qt::KeyboardModifiers modifiers = event->modifiers();
if (!(modifiers & (Qt::ControlModifier | Qt::AltModifier)))
{
lastMouseX = event->x();
lastMouseY = event->y();
if (event->button() == Qt::LeftButton)
{
cameraPose.state = ROTATING;
}
else if (event->button() == Qt::MidButton)
{
cameraPose.state = MOVING;
}
}
_forceRedraw = true;
if (userMouseFunc)
{
userMouseFunc(event->button(), MOUSE_STATE_DOWN, event->x(), event->y(),
userMouseFuncData);
}
}
void
Q3DWidget::mouseReleaseEvent(QMouseEvent* event)
{
Qt::KeyboardModifiers modifiers = event->modifiers();
if (!(modifiers & (Qt::ControlModifier | Qt::AltModifier)))
{
cameraPose.state = IDLE;
}
_forceRedraw = true;
if (userMouseFunc)
{
userMouseFunc(event->button(), MOUSE_STATE_UP, event->x(), event->y(),
userMouseFuncData);
}
}
void
Q3DWidget::mouseMoveEvent(QMouseEvent* event)
{
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int32_t dx = event->x() - lastMouseX;
int32_t dy = event->y() - lastMouseY;
if (_is3D)
{
if (cameraPose.state == ROTATING)
{
rotateCamera(static_cast<float>(dx), static_cast<float>(dy));
}
else if (cameraPose.state == MOVING)
{
moveCamera(static_cast<float>(dx), static_cast<float>(dy));
}
else if (cameraPose.state == ZOOMING)
{
zoomCamera(static_cast<float>(dy));
}
}
else
{
if (cameraPose.state == ROTATING)
{
if (event->x() > windowWidth / 2)
{
dy *= -1;
}
rotateCamera2D(static_cast<float>(dx));
}
else if (cameraPose.state == MOVING)
{
moveCamera2D(static_cast<float>(dx), static_cast<float>(dy));
}
else if (cameraPose.state == ZOOMING)
{
zoomCamera2D(static_cast<float>(dy));
}
}
lastMouseX = event->x();
lastMouseY = event->y();
_forceRedraw = true;
if (userMotionFunc)
{
userMotionFunc(event->x(), event->y(), userMotionFuncData);
}
}
void
Q3DWidget::wheelEvent(QWheelEvent* event)
{
if (_is3D)
{
zoomCamera(static_cast<float>(event->delta()) / 40.0f);
}
else
{
zoomCamera2D(static_cast<float>(event->delta()) / 40.0f);
}
_forceRedraw = true;
}
void
Q3DWidget::timerEvent(QTimerEvent* event)
{
if (event->timerId() == timer.timerId())
{
if (_forceRedraw)
{
updateGL();
_forceRedraw = false;
}
}
else
{
QObject::timerEvent(event);
}
}
void
Q3DWidget::closeEvent(QCloseEvent *)
{
void Q3DWidget::wireSphere(double radius, int slices, int stacks)
{
// Make sure quad object exists
if(!quadObj) quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_LINE);
gluQuadricNormals(quadObj, GLU_SMOOTH);
/* If we ever changed/used the texture or orientation state
of quadObj, we'd need to change it to the defaults here
with gluQuadricTexture and/or gluQuadricOrientation. */
gluSphere(quadObj, radius, slices, stacks);
}
void Q3DWidget::solidSphere(double radius, int slices, int stacks)
{
// Make sure quad object exists
if(!quadObj) quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_FILL);
gluQuadricNormals(quadObj, GLU_SMOOTH);
/* If we ever changed/used the texture or orientation state
of quadObj, we'd need to change it to the defaults here
with gluQuadricTexture and/or gluQuadricOrientation. */
gluSphere(quadObj, radius, slices, stacks);
}
void Q3DWidget::wireCone(double base, double height, int slices, int stacks)
{
// Make sure quad object exists
if(!quadObj) quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_LINE);
gluQuadricNormals(quadObj, GLU_SMOOTH);
/* If we ever changed/used the texture or orientation state
of quadObj, we'd need to change it to the defaults here
with gluQuadricTexture and/or gluQuadricOrientation. */
gluCylinder(quadObj, base, 0.0, height, slices, stacks);
}
void Q3DWidget::solidCone(double base, double height, int slices, int stacks)
{
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// Make sure quad object exists
if(!quadObj) quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_FILL);
gluQuadricNormals(quadObj, GLU_SMOOTH);
/* If we ever changed/used the texture or orientation state
of quadObj, we'd need to change it to the defaults here
with gluQuadricTexture and/or gluQuadricOrientation. */
gluCylinder(quadObj, base, 0.0, height, slices, stacks);
}
void Q3DWidget::drawBox(float size, GLenum type)
{
static GLfloat n[6][3] =
{
{-1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{1.0, 0.0, 0.0},
{0.0, -1.0, 0.0},
{0.0, 0.0, 1.0},
{0.0, 0.0, -1.0}
};
static GLint faces[6][4] =
{
{0, 1, 2, 3},
{3, 2, 6, 7},
{7, 6, 5, 4},
{4, 5, 1, 0},
{5, 6, 2, 1},
{7, 4, 0, 3}
};
GLfloat v[8][3];
GLint i;
v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
for (i = 5; i >= 0; i--) {
glBegin(type);
glNormal3fv(&n[i][0]);
glVertex3fv(&v[faces[i][0]][0]);
glVertex3fv(&v[faces[i][1]][0]);
glVertex3fv(&v[faces[i][2]][0]);
glVertex3fv(&v[faces[i][3]][0]);
glEnd();
}
}
void Q3DWidget::wireCube(double size)
{
drawBox(size, GL_LINE_LOOP);
}
void Q3DWidget::solidCube(double size)
{
drawBox(size, GL_QUADS);
}
void Q3DWidget::doughnut(float r, float R, int nsides, int rings)
{
int i, j;
GLfloat theta, phi, theta1;
GLfloat cosTheta, sinTheta;
GLfloat cosTheta1, sinTheta1;
GLfloat ringDelta, sideDelta;
ringDelta = 2.0 * M_PI / rings;
sideDelta = 2.0 * M_PI / nsides;
theta = 0.0;
cosTheta = 1.0;
sinTheta = 0.0;
for (i = rings - 1; i >= 0; i--) {
theta1 = theta + ringDelta;
cosTheta1 = cos(theta1);
sinTheta1 = sin(theta1);
glBegin(GL_QUAD_STRIP);
phi = 0.0;
for (j = nsides; j >= 0; j--) {
GLfloat cosPhi, sinPhi, dist;
phi += sideDelta;
cosPhi = cos(phi);
sinPhi = sin(phi);
dist = R + r * cosPhi;
glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);