cd46a2daf5
Update files using old header.LGPL3 to header.LGPL Update files using old FDL template to use new one Update files using old BSD template to use new one Change-Id: I36a78272516f9953d02956522f285b40adfc8915 Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
339 lines
9.4 KiB
C++
339 lines
9.4 KiB
C++
/****************************************************************************
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**
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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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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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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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** 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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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "cube.h"
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#include "glwidget.h"
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#include <QtGui/QImage>
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#include <QtCore/QPropertyAnimation>
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static const qreal speeds[] = { 3.8f, 4.4f, 5.6f };
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static const qreal amplitudes[] = { 2.0f, 2.5f, 3.0f };
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static inline void qSetColor(float colorVec[], QColor c)
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{
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colorVec[0] = c.redF();
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colorVec[1] = c.greenF();
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colorVec[2] = c.blueF();
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colorVec[3] = c.alphaF();
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}
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int Geometry::append(const QVector3D &a, const QVector3D &n, const QVector2D &t)
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{
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int v = vertices.count();
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vertices.append(a);
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normals.append(n);
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texCoords.append(t);
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faces.append(v);
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colors.append(QVector4D(0.6f, 0.6f, 0.6f, 1.0f));
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return v;
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}
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void Geometry::addQuad(const QVector3D &a, const QVector3D &b,
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const QVector3D &c, const QVector3D &d,
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const QVector<QVector2D> &tex)
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{
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QVector3D norm = QVector3D::normal(a, b, c);
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// append first triangle
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int aref = append(a, norm, tex[0]);
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append(b, norm, tex[1]);
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int cref = append(c, norm, tex[2]);
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// append second triangle
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faces.append(aref);
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faces.append(cref);
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append(d, norm, tex[3]);
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}
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void Geometry::loadArrays() const
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
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glNormalPointer(GL_FLOAT, 0, normals.constData());
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
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glColorPointer(4, GL_FLOAT, 0, colors.constData());
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}
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void Geometry::setColors(int start, GLfloat colorArray[4][4])
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{
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int off = faces[start];
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for (int i = 0; i < 4; ++i)
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colors[i + off] = QVector4D(colorArray[i][0],
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colorArray[i][1],
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colorArray[i][2],
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colorArray[i][3]);
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}
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Tile::Tile(const QVector3D &loc)
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: location(loc)
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, start(0)
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, count(0)
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, useFlatColor(false)
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, geom(0)
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{
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qSetColor(faceColor, QColor(Qt::darkGray));
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}
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void Tile::setColors(GLfloat colorArray[4][4])
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{
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useFlatColor = true;
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geom->setColors(start, colorArray);
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}
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void Tile::draw() const
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{
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QMatrix4x4 mat;
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mat.translate(location);
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mat.rotate(orientation);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glMultMatrixf(mat.constData());
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, geom->indices() + start);
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glPopMatrix();
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}
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TileBuilder::TileBuilder(Geometry *g, qreal depth, qreal size)
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: verts(4)
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, tex(4)
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, start(g->count())
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, count(0)
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, geom(g)
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{
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// front face - make a square with bottom-left at origin
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verts[br].setX(size);
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verts[tr].setX(size);
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verts[tr].setY(size);
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verts[tl].setY(size);
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// these vert numbers are good for the tex-coords
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for (int i = 0; i < 4; ++i)
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tex[i] = verts[i].toVector2D();
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// now move verts half cube width across so cube is centered on origin
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for (int i = 0; i < 4; ++i)
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verts[i] -= QVector3D(size / 2.0f, size / 2.0f, -depth);
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// add the front face
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g->addQuad(verts[bl], verts[br], verts[tr], verts[tl], tex);
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count = g->count() - start;
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}
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void TileBuilder::initialize(Tile *tile) const
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{
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tile->start = start;
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tile->count = count;
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tile->geom = geom;
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qSetColor(tile->faceColor, color);
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}
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Tile *TileBuilder::newTile(const QVector3D &loc) const
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{
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Tile *tile = new Tile(loc);
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initialize(tile);
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return tile;
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}
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Cube::Cube(const QVector3D &loc)
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: Tile(loc)
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, rot(0.0f)
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, r(0)
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, animGroup(0)
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{
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}
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Cube::~Cube()
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{
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}
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void Cube::setAltitude(qreal a)
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{
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if (location.y() != a)
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{
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location.setY(a);
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emit changed();
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}
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}
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void Cube::setRange(qreal r)
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{
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if (location.x() != r)
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{
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location.setX(r);
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emit changed();
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}
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}
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void Cube::setRotation(qreal r)
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{
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if (r != rot)
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{
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orientation = QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 1.0f, 1.0f), r);
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emit changed();
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}
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}
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void Cube::removeBounce()
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{
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delete animGroup;
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animGroup = 0;
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delete r;
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r = 0;
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}
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void Cube::startAnimation()
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{
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if (r)
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{
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r->start();
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r->setCurrentTime(startx);
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}
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if (animGroup)
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animGroup->start();
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if (rtn)
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rtn->start();
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}
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void Cube::setAnimationPaused(bool paused)
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{
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if (paused)
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{
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if (r)
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r->pause();
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if (animGroup)
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animGroup->pause();
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if (rtn)
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rtn->pause();
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}
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else
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{
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if (r)
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r->resume();
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if (animGroup)
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animGroup->resume();
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if (rtn)
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rtn->resume();
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}
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}
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CubeBuilder::CubeBuilder(Geometry *g, qreal depth, qreal size)
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: TileBuilder(g, depth)
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, ix(0)
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{
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for (int i = 0; i < 4; ++i)
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verts[i].setZ(size / 2.0f);
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// back face - "extrude" verts down
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QVector<QVector3D> back(verts);
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for (int i = 0; i < 4; ++i)
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back[i].setZ(-size / 2.0f);
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// add the back face
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g->addQuad(back[br], back[bl], back[tl], back[tr], tex);
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// add the sides
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g->addQuad(back[bl], back[br], verts[br], verts[bl], tex);
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g->addQuad(back[br], back[tr], verts[tr], verts[br], tex);
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g->addQuad(back[tr], back[tl], verts[tl], verts[tr], tex);
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g->addQuad(back[tl], back[bl], verts[bl], verts[tl], tex);
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count = g->count() - start;
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}
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Cube *CubeBuilder::newCube(const QVector3D &loc) const
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{
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Cube *c = new Cube(loc);
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initialize(c);
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qreal d = 4000.0f;
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qreal d3 = d / 3.0f;
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// Animate movement from left to right
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c->r = new QPropertyAnimation(c, "range");
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c->r->setStartValue(-1.3f);
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c->r->setEndValue(1.3f);
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c->startx = ix * d3 * 3.0f;
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c->r->setDuration(d * 4.0f);
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c->r->setLoopCount(-1);
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c->r->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve));
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c->animGroup = new QSequentialAnimationGroup(c);
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// Animate movement from bottom to top
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QPropertyAnimation *a_up = new QPropertyAnimation(c, "altitude", c->animGroup);
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a_up->setEndValue(loc.y());
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a_up->setStartValue(loc.y() + amplitudes[ix]);
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a_up->setDuration(d / speeds[ix]);
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a_up->setLoopCount(1);
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a_up->setEasingCurve(QEasingCurve(QEasingCurve::InQuad));
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// Animate movement from top to bottom
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QPropertyAnimation *a_down = new QPropertyAnimation(c, "altitude", c->animGroup);
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a_down->setEndValue(loc.y() + amplitudes[ix]);
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a_down->setStartValue(loc.y());
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a_down->setDuration(d / speeds[ix]);
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a_down->setLoopCount(1);
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a_down->setEasingCurve(QEasingCurve(QEasingCurve::OutQuad));
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c->animGroup->addAnimation(a_up);
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c->animGroup->addAnimation(a_down);
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c->animGroup->setLoopCount(-1);
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// Animate rotation
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c->rtn = new QPropertyAnimation(c, "rotation");
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c->rtn->setStartValue(c->rot);
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c->rtn->setEndValue(359.0f);
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c->rtn->setDuration(d * 2.0f);
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c->rtn->setLoopCount(-1);
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c->rtn->setDuration(d / 2);
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ix = (ix + 1) % 3;
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return c;
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}
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