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renderwidget.cpp 3.8KB

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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. {
  15. setMouseTracking(true);
  16. setFocusPolicy(Qt::StrongFocus);
  17. _device = new OpenGLRenderDevice(this);
  18. _engine = new UGameEngine(_device);
  19. _engine->addEntity(new UGEEntityAxes(_engine));
  20. for (int i = 0; i < 100; ++i) {
  21. UGEEntityCube* cube = new UGEEntityCube(_engine);
  22. cube->setTextureId("test");
  23. cube->rotate(Vector3D(0.0, 45.0, 45.0));
  24. cube->move(Vector3D(0, i, i));
  25. cube->setScale(Vector3D(1.0, 2.0, 1.0));
  26. // cube->hide();
  27. _engine->addEntity(cube);
  28. _entities.append(cube);
  29. }
  30. WaveFrontObj* wavefrontObj = new WaveFrontObj(this);
  31. wavefrontObj->openFile("/home/robin/Downloads/enterprise/obj/USSEnterprise.obj");
  32. UGEEntityWaveFrontObj* obj = new UGEEntityWaveFrontObj(wavefrontObj, this);
  33. _engine->addEntity(obj);
  34. _entities.append(obj);
  35. // obj->hide();
  36. // _entity = cube;
  37. animate();
  38. }
  39. void RenderWidget::initializeGL()
  40. {
  41. makeCurrent();
  42. _device->setClearColor(Qt::gray);
  43. _device->initialize(70, width(), height());
  44. _device->loadTextureFromFile("test", "/home/robin/Downloads/test.png");
  45. }
  46. void RenderWidget::paintGL()
  47. {
  48. float theta = fabs(_theta / 180.0 * M_PI);
  49. float phi = _phi / 180.0 * M_PI;
  50. Vector3D center = Vector3D(
  51. _radius * sin(theta) * sin(phi),
  52. _radius * cos(theta),
  53. _radius * sin(theta) * cos(phi)
  54. );
  55. _device->lookAt(center, Vector3D(0.0f, 0.0f, 0.0f));
  56. _engine->draw();
  57. // _device->drawLine(ColorVector3D(Qt::black, 0, 0, 0), ColorVector3D(Qt::black, pos));
  58. // _device->drawPoint(ColorVector3D(Qt::magenta, 0.5, 0.5, 0.5));
  59. }
  60. void RenderWidget::resizeGL(int width, int height)
  61. {
  62. _device->resize(width, height);
  63. }
  64. float RenderWidget::normalizeAngle(float angle)
  65. {
  66. while (angle >= 360.0) {
  67. angle -= 360.0;
  68. }
  69. while (angle < 0.0) {
  70. angle += 360.0;
  71. }
  72. return angle;
  73. }
  74. void RenderWidget::mousePressEvent(QMouseEvent *event)
  75. {
  76. _lastPoint = event->pos();
  77. }
  78. void RenderWidget::mouseMoveEvent(QMouseEvent *event)
  79. {
  80. if (event->buttons() & Qt::LeftButton) {
  81. QPoint diff = event->pos() - _lastPoint;
  82. rotate(-diff.x(), -diff.y());
  83. _lastPoint = event->pos();
  84. update();
  85. }
  86. // Vector3D dd = _device->get2DFrom3D(Vector3D(0.5, 0.5, 0.5));
  87. // dd.setY(height() - dd.getY());
  88. // qDebug() << event->pos() << dd;
  89. // pos = _device->get3DFrom2D(event->x(), height() - event->y());
  90. }
  91. void RenderWidget::wheelEvent(QWheelEvent *event)
  92. {
  93. _radius = qMax(2.0, _radius - event->delta() / 30.0);
  94. update();
  95. }
  96. void RenderWidget::keyPressEvent(QKeyEvent *event)
  97. {
  98. if (event->key() == Qt::Key_Up) {
  99. rotate(0.0, 1.0);
  100. }
  101. else if (event->key() == Qt::Key_Down) {
  102. rotate(0.0, -1.0);
  103. }
  104. else if (event->key() == Qt::Key_Left) {
  105. rotate(1.0, 0.0);
  106. }
  107. else if (event->key() == Qt::Key_Right) {
  108. rotate(-1.0, 0.0);
  109. }
  110. }
  111. void RenderWidget::rotate(float phi, float theta)
  112. {
  113. _phi = normalizeAngle(_phi + phi);
  114. if (_theta + theta >= 180.0) {
  115. theta = 179.0;
  116. }
  117. else if (_theta + theta < 1.0) {
  118. theta = 1.0;
  119. }
  120. else {
  121. _theta = normalizeAngle(_theta + theta);
  122. }
  123. update();
  124. }
  125. void RenderWidget::animate()
  126. {
  127. // _angle += 0.1;
  128. for (int i = 0; i < _entities.size(); ++i) {
  129. _entities[i]->rotate(Vector3D(0.0, 2.0, 2.0));
  130. }
  131. QTimer::singleShot(20, this, SLOT(animate()));
  132. update();
  133. }