51d40d7e9b
This corrects the mismatch between using floats for internal storage and qreal in the API of QVector*D which leads to lots of implicit casts between double and float. This change also stops users from being surprised by the loss of precision when using these classes on desktop platforms and removes the need for the private constructors taking a dummy int as the final argument. The QMatrix4x4 and QQuaternion classes have been changed to use float for their internal storage since these are meant to be used in conjunction with the QVector*D classes. This is to prevent unexpected loss of precision and to improve performance. The on-disk format has also been changed from double to float thereby reducing the storage required when streaming vectors and matrices. This is potentially a large saving when working with complex 3D meshes etc. This also has a significant performance improvement when passing matrices to QOpenGLShaderProgram (and QGLShaderProgram) as we no longer have to iterate and convert the data to floats. This is an operation that could easily be needed many times per frame. This change also opens the door for further optimisations of these classes to be implemented by using SIMD intrinsics. This needs to be applied in conjunction with https://codereview.qt-project.org/#change,33548 Task-number: QTBUG-21035 Task-number: QTBUG-20661 Change-Id: I9321b06040ffb93ae1cbd72fd2013267ac901b2e Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
331 lines
9.0 KiB
C++
331 lines
9.0 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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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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** You may use this file under the terms of the BSD license 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 Nokia Corporation and its Subsidiary(-ies) nor
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** the names of its contributors may be used to endorse or promote
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** products derived from this software without specific prior written
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** permission.
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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 FACE_SIZE = 0.4;
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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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