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- /****************************************************************************
- ** $Id: qt/glbox.cpp 3.0.3 edited Oct 12 12:18 $
- **
- ** Copyright (C) 1992-2000 Trolltech AS. All rights reserved.
- **
- ** This file is part of an example program for Qt. This example
- ** program may be used, distributed and modified without limitation.
- **
- *****************************************************************************/
-
- /****************************************************************************
- **
- ** This is a simple QGLWidget displaying a box
- **
- ** The OpenGL code is mostly borrowed from Brian Pauls "spin" example
- ** in the Mesa distribution
- **
- ****************************************************************************/
-
- #include <math.h>
-
- #include "glbox.h"
-
- #if defined(Q_CC_MSVC)
- #pragma warning(disable:4305) // init: truncation from const double to float
- #endif
-
- /*!
- Create a GLBox widget
- */
-
- GLBox::GLBox( QWidget* parent, const char* name, const QGLWidget* shareWidget )
- : QGLWidget( parent, name, shareWidget )
- {
- xRot = yRot = zRot = 0.0; // default object rotation
- scale = 1.5; // default object scale
- }
-
-
- /*!
- Create a GLBox widget
- */
-
- GLBox::GLBox( const QGLFormat& format, QWidget* parent, const char* name,
- const QGLWidget* shareWidget )
- : QGLWidget( format, parent, name, shareWidget )
- {
- xRot = yRot = zRot = 0.0; // default object rotation
- scale = 1.5; // default object scale
- }
-
-
- /*!
- Release allocated resources
- */
-
- GLBox::~GLBox()
- {
- makeCurrent();
- glDeleteLists( object, 1 );
- }
-
-
- /*!
- Set up the OpenGL rendering state, and define display list
- */
-
- void GLBox::initializeGL()
- {
- qglClearColor( green ); // Let OpenGL clear to green
- object = makeObject(); // Make display list
- glEnable( GL_DEPTH_TEST );
- }
-
-
- /*!
- Set up the OpenGL view port, matrix mode, etc.
- */
-
- void GLBox::resizeGL( int w, int h )
- {
- glViewport( 0, 0, (GLint)w, (GLint)h );
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0);
- }
-
-
- /*!
- Paint the box. The actual openGL commands for drawing the box are
- performed here.
- */
-
- void GLBox::paintGL()
- {
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
- glTranslatef( 0.0, 0.0, -3.0 );
- glScalef( scale, scale, scale );
-
- glRotatef( xRot, 1.0, 0.0, 0.0 );
- glRotatef( yRot, 0.0, 1.0, 0.0 );
- glRotatef( zRot, 0.0, 0.0, 1.0 );
-
- glCallList( object );
- }
-
-
-
-
-
-
- /*!
- Generate an OpenGL display list for the object to be shown, i.e. the box
- */
-
- GLuint GLBox::makeObject()
- {
- GLuint list;
-
- list = glGenLists( 1 );
-
- glNewList( list, GL_COMPILE );
-
- GLint i, j, rings, sides;
- float theta1, phi1, theta2, phi2;
- float v0[03], v1[3], v2[3], v3[3];
- float t0[03], t1[3], t2[3], t3[3];
- float n0[3], n1[3], n2[3], n3[3];
- float innerRadius=0.4;
- float outerRadius=0.8;
- float scalFac;
- double pi = 3.14159265358979323846;
-
- rings = 8;
- sides = 10;
- scalFac=1/(outerRadius*2);
-
- for (i = 0; i < rings; i++) {
- theta1 = (float)i * 2.0 * pi / rings;
- theta2 = (float)(i + 1) * 2.0 * pi / rings;
- for (j = 0; j < sides; j++) {
- phi1 = (float)j * 2.0 * pi / sides;
- phi2 = (float)(j + 1) * 2.0 * pi / sides;
-
- v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1));
- v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1));
- v0[2] = innerRadius * sin(phi1);
-
- v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1));
- v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1));
- v1[2] = innerRadius * sin(phi1);
- v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2));
- v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2));
- v2[2] = innerRadius * sin(phi2);
-
- v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2));
- v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2));
- v3[2] = innerRadius * sin(phi2);
-
- n0[0] = cos(theta1) * (cos(phi1));
- n0[1] = -sin(theta1) * (cos(phi1));
- n0[2] = sin(phi1);
-
- n1[0] = cos(theta2) * (cos(phi1));
- n1[1] = -sin(theta2) * (cos(phi1));
- n1[2] = sin(phi1);
-
- n2[0] = cos(theta2) * (cos(phi2));
- n2[1] = -sin(theta2) * (cos(phi2));
- n2[2] = sin(phi2);
-
- n3[0] = cos(theta1) * (cos(phi2));
- n3[1] = -sin(theta1) * (cos(phi2));
- n3[2] = sin(phi2);
-
- t0[0] = v0[0]*scalFac + 0.5;
- t0[1] = v0[1]*scalFac + 0.5;
- t0[2] = v0[2]*scalFac + 0.5;
-
- t1[0] = v1[0]*scalFac + 0.5;
- t1[1] = v1[1]*scalFac + 0.5;
- t1[2] = v1[2]*scalFac + 0.5;
-
- t2[0] = v2[0]*scalFac + 0.5;
- t2[1] = v2[1]*scalFac + 0.5;
- t2[2] = v2[2]*scalFac + 0.5;
-
- t3[0] = v3[0]*scalFac + 0.5;
- t3[1] = v3[1]*scalFac + 0.5;
- t3[2] = v3[2]*scalFac + 0.5;
-
- // Create blue-black checkered coloring
- if ( (i+j) % 2 )
- qglColor( black );
- else
- qglColor( QColor( "steelblue" ) );
-
- glBegin(GL_POLYGON);
- glNormal3fv(n3); glTexCoord3fv(t3); glVertex3fv(v3);
- glNormal3fv(n2); glTexCoord3fv(t2); glVertex3fv(v2);
- glNormal3fv(n1); glTexCoord3fv(t1); glVertex3fv(v1);
- glNormal3fv(n0); glTexCoord3fv(t0); glVertex3fv(v0);
- glEnd();
- }
- }
- glEndList();
-
- return list;
- }
-
-
- /*!
- Set the rotation angle of the object to \e degrees around the X axis.
- */
-
- void GLBox::setXRotation( int degrees )
- {
- xRot = (GLfloat)(degrees % 360);
- updateGL();
- }
-
-
- /*!
- Set the rotation angle of the object to \e degrees around the Y axis.
- */
-
- void GLBox::setYRotation( int degrees )
- {
- yRot = (GLfloat)(degrees % 360);
- updateGL();
- }
-
-
- /*!
- Set the rotation angle of the object to \e degrees around the Z axis.
- */
-
- void GLBox::setZRotation( int degrees )
- {
- zRot = (GLfloat)(degrees % 360);
- updateGL();
- }
-
-
-
-
- /*!
- Sets the rotation angles of this object to that of \a fromBox
- */
-
- void GLBox::copyRotation( const GLBox& fromBox )
- {
- xRot = fromBox.xRot;
- yRot = fromBox.yRot;
- zRot = fromBox.zRot;
- }
-