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renderwidget.cpp 3.0KB

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  1. #include "renderwidget.h"
  2. #include <GL/glu.h>
  3. #include <QTimer>
  4. #include <math.h>
  5. #include <QDebug>
  6. #include "entities/ugeentitycube.h"
  7. #include "entities/ugeentityaxes.h"
  8. RenderWidget::RenderWidget(QWidget *parent) :
  9. QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
  10. , angle(0)
  11. , _radius(5.0)
  12. , _phi(45)
  13. , _theta(45)
  14. , _reverse(false)
  15. {
  16. _device = new OpenGLRenderDevice(this);
  17. _engine = new UGameEngine(_device);
  18. UGEEntityCube* cube = new UGEEntityCube(_engine);
  19. cube->move(Vector3D(0, 1, 0));
  20. _engine->addEntity(cube);
  21. _engine->addEntity(new UGEEntityAxes(_engine));
  22. setMouseTracking(true);
  23. setFocusPolicy(Qt::StrongFocus);
  24. }
  25. void RenderWidget::initializeGL()
  26. {
  27. makeCurrent();
  28. _device->setClearColor(Qt::gray);
  29. _device->initialize(70, width(), height());
  30. }
  31. void RenderWidget::paintGL()
  32. {
  33. float theta = fabs(_theta / 180.0 * M_PI);
  34. float phi = _phi / 180.0 * M_PI;
  35. Vector3D center = Vector3D(
  36. _radius * sin(theta) * sin(phi),
  37. _radius * cos(theta),
  38. _radius * sin(theta) * cos(phi)
  39. );
  40. _device->lookAt(center, Vector3D(0.0f, 0.0f, 0.0f));
  41. _engine->draw();
  42. // _device->drawLine(ColorVector3D(Qt::black, 0, 0, 0), ColorVector3D(Qt::black, wx, wy, wz));
  43. }
  44. void RenderWidget::resizeGL(int width, int height)
  45. {
  46. _device->resize(width, height);
  47. }
  48. float RenderWidget::normalizeAngle(float angle)
  49. {
  50. while (angle >= 360.0) {
  51. angle -= 360.0;
  52. }
  53. while (angle < 0.0) {
  54. angle += 360.0;
  55. }
  56. return angle;
  57. }
  58. void RenderWidget::mousePressEvent(QMouseEvent *event)
  59. {
  60. _lastPoint = event->pos();
  61. }
  62. void RenderWidget::mouseMoveEvent(QMouseEvent *event)
  63. {
  64. if (event->buttons() & Qt::LeftButton) {
  65. QPoint diff = event->pos() - _lastPoint;
  66. rotate(-diff.x(), -diff.y());
  67. _lastPoint = event->pos();
  68. }
  69. // double modelMatrix[16];
  70. // double projMatrix[16];
  71. // GLint viewport[4];
  72. // glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix);
  73. // glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
  74. // glGetIntegerv(GL_VIEWPORT, viewport);
  75. // gluUnProject(event->x(), height() - event->y(), 0, modelMatrix, projMatrix, viewport, &wx, &wy, &wz);
  76. // qDebug() << event->pos() << wx << wy << wz;
  77. // update();
  78. }
  79. void RenderWidget::wheelEvent(QWheelEvent *event)
  80. {
  81. _radius = qMax(2.0, _radius - event->delta() / 20.0);
  82. update();
  83. }
  84. void RenderWidget::keyPressEvent(QKeyEvent *event)
  85. {
  86. if (event->key() == Qt::Key_Up) {
  87. rotate(0.0, 1.0);
  88. }
  89. else if (event->key() == Qt::Key_Down) {
  90. rotate(0.0, -1.0);
  91. }
  92. else if (event->key() == Qt::Key_Left) {
  93. rotate(1.0, 0.0);
  94. }
  95. else if (event->key() == Qt::Key_Right) {
  96. rotate(-1.0, 0.0);
  97. }
  98. }
  99. void RenderWidget::rotate(float phi, float theta)
  100. {
  101. _phi = normalizeAngle(_phi + phi);
  102. if (_theta + theta >= 180.0) {
  103. theta = 179.0;
  104. }
  105. else if (_theta + theta < 1.0) {
  106. theta = 1.0;
  107. }
  108. else {
  109. _theta = normalizeAngle(_theta + theta);
  110. }
  111. update();
  112. }