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/****************************************************************************
**
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
** the names of its contributors may be used to endorse or promote
** products derived from this software without specific prior written
** permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
** $QT_END_LICENSE$
**
****************************************************************************/
#include "cube.h"
#include "glwidget.h"
#include <QtGui/QImage>
#include <QtCore/QPropertyAnimation>
static const qreal FACE_SIZE = 0.4;
static const qreal speeds[] = { 1.8f, 2.4f, 3.6f };
static const qreal amplitudes[] = { 2.0f, 2.5f, 3.0f };
static inline void qSetColor(float colorVec[], QColor c)
{
colorVec[0] = c.redF();
colorVec[1] = c.greenF();
colorVec[2] = c.blueF();
colorVec[3] = c.alphaF();
}
int Geometry::append(const QVector3D &a, const QVector3D &n, const QVector2D &t)
{
int v = vertices.count();
vertices.append(a);
normals.append(n);
texCoords.append(t);
faces.append(v);
colors.append(QVector4D(0.6f, 0.6f, 0.6f, 1.0f));
return v;
}
void Geometry::addQuad(const QVector3D &a, const QVector3D &b,
const QVector3D &c, const QVector3D &d,
const QVector<QVector2D> &tex)
{
QVector3D norm = QVector3D::normal(a, b, c);
// append first triangle
int aref = append(a, norm, tex[0]);
append(b, norm, tex[1]);
int cref = append(c, norm, tex[2]);
// append second triangle
faces.append(aref);
faces.append(cref);
append(d, norm, tex[3]);
}
void Geometry::loadArrays() const
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
glNormalPointer(GL_FLOAT, 0, normals.constData());
glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
glColorPointer(4, GL_FLOAT, 0, colors.constData());
}
void Geometry::setColors(int start, GLfloat colorArray[4][4])
{
int off = faces[start];
for (int i = 0; i < 4; ++i)
colors[i + off] = QVector4D(colorArray[i][0],
colorArray[i][1],
colorArray[i][2],
colorArray[i][3]);
}
Tile::Tile(const QVector3D &loc)
: location(loc)
, start(0)
, count(0)
, useFlatColor(false)
, geom(0)
{
qSetColor(faceColor, QColor(Qt::darkGray));
}
void Tile::setColors(GLfloat colorArray[4][4])
{
useFlatColor = true;
geom->setColors(start, colorArray);
}
static inline void qMultMatrix(const QMatrix4x4 &mat)
{
if (sizeof(qreal) == sizeof(GLfloat))
glMultMatrixf((GLfloat*)mat.constData());
#ifndef QT_OPENGL_ES
else if (sizeof(qreal) == sizeof(GLdouble))
glMultMatrixd((GLdouble*)mat.constData());
#endif
else
{
GLfloat fmat[16];
qreal const *r = mat.constData();
for (int i = 0; i < 16; ++i)
fmat[i] = r[i];
glMultMatrixf(fmat);
}
}
void Tile::draw() const
{
QMatrix4x4 mat;
mat.translate(location);
mat.rotate(orientation);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
qMultMatrix(mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, geom->indices() + start);
glPopMatrix();
}
TileBuilder::TileBuilder(Geometry *g, qreal depth, qreal size)
: verts(4)
, tex(4)
, start(g->count())
, count(0)
, geom(g)
{
// front face - make a square with bottom-left at origin
verts[br].setX(size);
verts[tr].setX(size);
verts[tr].setY(size);
verts[tl].setY(size);
// these vert numbers are good for the tex-coords
for (int i = 0; i < 4; ++i)
tex[i] = verts[i].toVector2D();
// now move verts half cube width across so cube is centered on origin
for (int i = 0; i < 4; ++i)
verts[i] -= QVector3D(size / 2.0f, size / 2.0f, -depth);
// add the front face
g->addQuad(verts[bl], verts[br], verts[tr], verts[tl], tex);
count = g->count() - start;
}
void TileBuilder::initialize(Tile *tile) const
{
tile->start = start;
tile->count = count;
tile->geom = geom;
qSetColor(tile->faceColor, color);
}
Tile *TileBuilder::newTile(const QVector3D &loc) const
{
Tile *tile = new Tile(loc);
initialize(tile);
return tile;
}
Cube::Cube(const QVector3D &loc)
: Tile(loc)
, rot(0.0f)
, r(0), a(0)
{
}
Cube::~Cube()
{
}
void Cube::setAltitude(qreal a)
{
if (location.y() != a)
{
location.setY(a);
emit changed();
}
}
void Cube::setRange(qreal r)
{
if (location.x() != r)
{
location.setX(r);
emit changed();
}
}
void Cube::setRotation(qreal r)
{
if (r != rot)
{
orientation = QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 1.0f, 1.0f), r);
emit changed();
}
}
void Cube::removeBounce()
{
delete a;
a = 0;
delete r;
r = 0;
}
void Cube::startAnimation()
{
if (r)
{
r->start();
r->setCurrentTime(startx);
}
if (a)
a->start();
if (rtn)
rtn->start();
}
void Cube::setAnimationPaused(bool paused)
{
if (paused)
{
if (r)
r->pause();
if (a)
a->pause();
if (rtn)
rtn->pause();
}
else
{
if (r)
r->resume();
if (a)
a->resume();
if (rtn)
rtn->resume();
}
}
CubeBuilder::CubeBuilder(Geometry *g, qreal depth, qreal size)
: TileBuilder(g, depth)
, ix(0)
{
for (int i = 0; i < 4; ++i)
verts[i].setZ(size / 2.0f);
// back face - "extrude" verts down
QVector<QVector3D> back(verts);
for (int i = 0; i < 4; ++i)
back[i].setZ(-size / 2.0f);
// add the back face
g->addQuad(back[br], back[bl], back[tl], back[tr], tex);
// add the sides
g->addQuad(back[bl], back[br], verts[br], verts[bl], tex);
g->addQuad(back[br], back[tr], verts[tr], verts[br], tex);
g->addQuad(back[tr], back[tl], verts[tl], verts[tr], tex);
g->addQuad(back[tl], back[bl], verts[bl], verts[tl], tex);
count = g->count() - start;
}
Cube *CubeBuilder::newCube(const QVector3D &loc) const
{
Cube *c = new Cube(loc);
initialize(c);
qreal d = 4000.0f;
qreal d3 = d / 3.0f;
// Animate movement from left to right
c->r = new QPropertyAnimation(c, "range");
c->r->setStartValue(-1.3f);
c->r->setEndValue(1.3f);
c->startx = ix * d3 * 3.0f;
c->r->setDuration(d * 4.0f);
c->r->setLoopCount(-1);
c->r->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve));
// Animate movement from bottom to top
c->a = new QPropertyAnimation(c, "altitude");
c->a->setEndValue(loc.y());
c->a->setStartValue(loc.y() + amplitudes[ix]);
c->a->setDuration(d / speeds[ix]);
c->a->setLoopCount(-1);
c->a->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve));
// Animate rotation
c->rtn = new QPropertyAnimation(c, "rotation");
c->rtn->setStartValue(c->rot);
c->rtn->setEndValue(359.0f);
c->rtn->setDuration(d * 2.0f);
c->rtn->setLoopCount(-1);
c->rtn->setDuration(d / 2);
ix = (ix + 1) % 3;
return c;
}
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