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renderwidget.cpp 3.6KB

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  1. #include "renderwidget.h"
  2. #include <QTimer>
  3. #include <math.h>
  4. #include <QDebug>
  5. #include "entities/ugeentitycube.h"
  6. #include "entities/ugeentityaxes.h"
  7. #include "utils/wavefrontobj.h"
  8. #include "entities/ugeentitywavefrontobj.h"
  9. RenderWidget::RenderWidget(QWidget *parent) :
  10. QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
  11. , _radius(5.0)
  12. , _phi(45.0)
  13. , _theta(45.0)
  14. , _angle(0.0)
  15. {
  16. _device = new OpenGLRenderDevice(this);
  17. _engine = new UGameEngine(_device);
  18. UGEEntityCube* cube = new UGEEntityCube(_engine);
  19. cube->setTextureId("test");
  20. cube->rotate(Vector3D(0.0, 45.0, 45.0));
  21. cube->move(Vector3D(0, 1, 0));
  22. cube->setScale(Vector3D(1.0, 2.0, 1.0));
  23. // cube->hide();
  24. _engine->addEntity(cube);
  25. _engine->addEntity(new UGEEntityAxes(_engine));
  26. setMouseTracking(true);
  27. setFocusPolicy(Qt::StrongFocus);
  28. WaveFrontObj* wavefrontObj = new WaveFrontObj(this);
  29. wavefrontObj->openFile("/home/robin/Downloads/enterprise/obj/USSEnterprise.obj");
  30. UGEEntityWaveFrontObj* obj = new UGEEntityWaveFrontObj(wavefrontObj, this);
  31. _engine->addEntity(obj);
  32. obj->hide();
  33. _entity = cube;
  34. // animate();
  35. }
  36. void RenderWidget::initializeGL()
  37. {
  38. makeCurrent();
  39. _device->setClearColor(Qt::gray);
  40. _device->initialize(70, width(), height());
  41. _device->loadTextureFromFile("test", "/home/robin/Downloads/test.png");
  42. }
  43. void RenderWidget::paintGL()
  44. {
  45. float theta = fabs(_theta / 180.0 * M_PI);
  46. float phi = _phi / 180.0 * M_PI;
  47. Vector3D center = Vector3D(
  48. _radius * sin(theta) * sin(phi),
  49. _radius * cos(theta),
  50. _radius * sin(theta) * cos(phi)
  51. );
  52. _device->lookAt(center, Vector3D(0.0f, 0.0f, 0.0f));
  53. _engine->draw();
  54. // _device->drawLine(ColorVector3D(Qt::black, 0, 0, 0), ColorVector3D(Qt::black, pos));
  55. // _device->drawPoint(ColorVector3D(Qt::magenta, 0.5, 0.5, 0.5));
  56. }
  57. void RenderWidget::resizeGL(int width, int height)
  58. {
  59. _device->resize(width, height);
  60. }
  61. float RenderWidget::normalizeAngle(float angle)
  62. {
  63. while (angle >= 360.0) {
  64. angle -= 360.0;
  65. }
  66. while (angle < 0.0) {
  67. angle += 360.0;
  68. }
  69. return angle;
  70. }
  71. void RenderWidget::mousePressEvent(QMouseEvent *event)
  72. {
  73. _lastPoint = event->pos();
  74. }
  75. void RenderWidget::mouseMoveEvent(QMouseEvent *event)
  76. {
  77. if (event->buttons() & Qt::LeftButton) {
  78. QPoint diff = event->pos() - _lastPoint;
  79. rotate(-diff.x(), -diff.y());
  80. _lastPoint = event->pos();
  81. update();
  82. }
  83. // Vector3D dd = _device->get2DFrom3D(Vector3D(0.5, 0.5, 0.5));
  84. // dd.setY(height() - dd.getY());
  85. // qDebug() << event->pos() << dd;
  86. // pos = _device->get3DFrom2D(event->x(), height() - event->y());
  87. }
  88. void RenderWidget::wheelEvent(QWheelEvent *event)
  89. {
  90. _radius = qMax(2.0, _radius - event->delta() / 30.0);
  91. update();
  92. }
  93. void RenderWidget::keyPressEvent(QKeyEvent *event)
  94. {
  95. if (event->key() == Qt::Key_Up) {
  96. rotate(0.0, 1.0);
  97. }
  98. else if (event->key() == Qt::Key_Down) {
  99. rotate(0.0, -1.0);
  100. }
  101. else if (event->key() == Qt::Key_Left) {
  102. rotate(1.0, 0.0);
  103. }
  104. else if (event->key() == Qt::Key_Right) {
  105. rotate(-1.0, 0.0);
  106. }
  107. }
  108. void RenderWidget::rotate(float phi, float theta)
  109. {
  110. _phi = normalizeAngle(_phi + phi);
  111. if (_theta + theta >= 180.0) {
  112. theta = 179.0;
  113. }
  114. else if (_theta + theta < 1.0) {
  115. theta = 1.0;
  116. }
  117. else {
  118. _theta = normalizeAngle(_theta + theta);
  119. }
  120. update();
  121. }
  122. void RenderWidget::animate()
  123. {
  124. // _angle += 0.1;
  125. _entity->rotate(Vector3D(0.0, 2.0, 2.0));
  126. QTimer::singleShot(20, this, SLOT(animate()));
  127. update();
  128. }