#include "renderwidget.h" #include #include #include #include "entities/ugeentitycube.h" #include "entities/ugeentityaxes.h" #include "utils/wavefrontobj.h" #include "entities/ugeentitywavefrontobj.h" RenderWidget::RenderWidget(QWidget *parent) : QGLWidget(QGLFormat(QGL::SampleBuffers), parent) , _radius(5.0) , _phi(45.0) , _theta(45.0) { setMouseTracking(true); setFocusPolicy(Qt::StrongFocus); _device = new OpenGLRenderDevice(this); _engine = new UGameEngine(_device); _engine->addEntity(new UGEEntityAxes(_engine)); for (int i = 0; i < 100; ++i) { UGEEntityCube* cube = new UGEEntityCube(_engine); cube->setTextureId("test"); cube->rotate(Vector3D(0.0, 45.0, 45.0)); cube->move(Vector3D(0, i, i)); cube->setScale(Vector3D(1.0, 2.0, 1.0)); // cube->hide(); _engine->addEntity(cube); _entities.append(cube); } WaveFrontObj* wavefrontObj = new WaveFrontObj(this); wavefrontObj->openFile("/home/robin/Downloads/enterprise/obj/USSEnterprise.obj"); UGEEntityWaveFrontObj* obj = new UGEEntityWaveFrontObj(wavefrontObj, this); _engine->addEntity(obj); _entities.append(obj); // obj->hide(); // _entity = cube; animate(); } void RenderWidget::initializeGL() { makeCurrent(); _device->setClearColor(Qt::gray); _device->initialize(70, width(), height()); _device->loadTextureFromFile("test", "/home/robin/Downloads/test.png"); } void RenderWidget::paintGL() { float theta = fabs(_theta / 180.0 * M_PI); float phi = _phi / 180.0 * M_PI; Vector3D center = Vector3D( _radius * sin(theta) * sin(phi), _radius * cos(theta), _radius * sin(theta) * cos(phi) ); _device->lookAt(center, Vector3D(0.0f, 0.0f, 0.0f)); _engine->draw(); // _device->drawLine(ColorVector3D(Qt::black, 0, 0, 0), ColorVector3D(Qt::black, pos)); // _device->drawPoint(ColorVector3D(Qt::magenta, 0.5, 0.5, 0.5)); } void RenderWidget::resizeGL(int width, int height) { _device->resize(width, height); } float RenderWidget::normalizeAngle(float angle) { while (angle >= 360.0) { angle -= 360.0; } while (angle < 0.0) { angle += 360.0; } return angle; } void RenderWidget::mousePressEvent(QMouseEvent *event) { _lastPoint = event->pos(); } void RenderWidget::mouseMoveEvent(QMouseEvent *event) { if (event->buttons() & Qt::LeftButton) { QPoint diff = event->pos() - _lastPoint; rotate(-diff.x(), -diff.y()); _lastPoint = event->pos(); update(); } // Vector3D dd = _device->get2DFrom3D(Vector3D(0.5, 0.5, 0.5)); // dd.setY(height() - dd.getY()); // qDebug() << event->pos() << dd; // pos = _device->get3DFrom2D(event->x(), height() - event->y()); } void RenderWidget::wheelEvent(QWheelEvent *event) { _radius = qMax(2.0, _radius - event->delta() / 30.0); update(); } void RenderWidget::keyPressEvent(QKeyEvent *event) { if (event->key() == Qt::Key_Up) { rotate(0.0, 1.0); } else if (event->key() == Qt::Key_Down) { rotate(0.0, -1.0); } else if (event->key() == Qt::Key_Left) { rotate(1.0, 0.0); } else if (event->key() == Qt::Key_Right) { rotate(-1.0, 0.0); } } void RenderWidget::rotate(float phi, float theta) { _phi = normalizeAngle(_phi + phi); if (_theta + theta >= 180.0) { theta = 179.0; } else if (_theta + theta < 1.0) { theta = 1.0; } else { _theta = normalizeAngle(_theta + theta); } update(); } void RenderWidget::animate() { // _angle += 0.1; for (int i = 0; i < _entities.size(); ++i) { _entities[i]->rotate(Vector3D(0.0, 2.0, 2.0)); } QTimer::singleShot(20, this, SLOT(animate())); update(); }