/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the Technology Preview License Agreement accompanying ** this package. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "cube.h" #include "glwidget.h" #include #include static const qreal FACE_SIZE = 0.4; static const qreal speeds[] = { 1.8f, 2.4f, 3.6f }; static const qreal amplitudes[] = { 2.0f, 2.5f, 3.0f }; static inline void qSetColor(float colorVec[], QColor c) { colorVec[0] = c.redF(); colorVec[1] = c.greenF(); colorVec[2] = c.blueF(); colorVec[3] = c.alphaF(); } int Geometry::append(const QVector3D &a, const QVector3D &n, const QVector2D &t) { int v = vertices.count(); vertices.append(a); normals.append(n); texCoords.append(t); faces.append(v); colors.append(QVector4D(0.6f, 0.6f, 0.6f, 1.0f)); return v; } void Geometry::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d, const QVector &tex) { QVector3D norm = QVector3D::normal(a, b, c); // append first triangle int aref = append(a, norm, tex[0]); append(b, norm, tex[1]); int cref = append(c, norm, tex[2]); // append second triangle faces.append(aref); faces.append(cref); append(d, norm, tex[3]); } void Geometry::loadArrays() const { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertices.constData()); glNormalPointer(GL_FLOAT, 0, normals.constData()); glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData()); glColorPointer(4, GL_FLOAT, 0, colors.constData()); } void Geometry::setColors(int start, GLfloat colorArray[4][4]) { int off = faces[start]; for (int i = 0; i < 4; ++i) colors[i + off] = QVector4D(colorArray[i][0], colorArray[i][1], colorArray[i][2], colorArray[i][3]); } Tile::Tile(const QVector3D &loc) : location(loc) , start(0) , count(0) , useFlatColor(false) , geom(0) { qSetColor(faceColor, QColor(Qt::darkGray)); } void Tile::setColors(GLfloat colorArray[4][4]) { useFlatColor = true; geom->setColors(start, colorArray); } static inline void qMultMatrix(const QMatrix4x4 &mat) { if (sizeof(qreal) == sizeof(GLfloat)) glMultMatrixf((GLfloat*)mat.constData()); #ifndef QT_OPENGL_ES else if (sizeof(qreal) == sizeof(GLdouble)) glMultMatrixd((GLdouble*)mat.constData()); #endif else { GLfloat fmat[16]; qreal const *r = mat.constData(); for (int i = 0; i < 16; ++i) fmat[i] = r[i]; glMultMatrixf(fmat); } } void Tile::draw() const { QMatrix4x4 mat; mat.translate(location); mat.rotate(orientation); glMatrixMode(GL_MODELVIEW); glPushMatrix(); qMultMatrix(mat); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor); glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, geom->indices() + start); glPopMatrix(); } TileBuilder::TileBuilder(Geometry *g, qreal depth, qreal size) : verts(4) , tex(4) , start(g->count()) , count(0) , geom(g) { // front face - make a square with bottom-left at origin verts[br].setX(size); verts[tr].setX(size); verts[tr].setY(size); verts[tl].setY(size); // these vert numbers are good for the tex-coords for (int i = 0; i < 4; ++i) tex[i] = verts[i].toVector2D(); // now move verts half cube width across so cube is centered on origin for (int i = 0; i < 4; ++i) verts[i] -= QVector3D(size / 2.0f, size / 2.0f, -depth); // add the front face g->addQuad(verts[bl], verts[br], verts[tr], verts[tl], tex); count = g->count() - start; } void TileBuilder::initialize(Tile *tile) const { tile->start = start; tile->count = count; tile->geom = geom; qSetColor(tile->faceColor, color); } Tile *TileBuilder::newTile(const QVector3D &loc) const { Tile *tile = new Tile(loc); initialize(tile); return tile; } Cube::Cube(const QVector3D &loc) : Tile(loc) , rot(0.0f) , r(0), a(0) { } Cube::~Cube() { } void Cube::setAltitude(qreal a) { if (location.y() != a) { location.setY(a); emit changed(); } } void Cube::setRange(qreal r) { if (location.x() != r) { location.setX(r); emit changed(); } } void Cube::setRotation(qreal r) { if (r != rot) { orientation = QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 1.0f, 1.0f), r); emit changed(); } } void Cube::removeBounce() { delete a; a = 0; delete r; r = 0; } void Cube::startAnimation() { if (r) { r->start(); r->setCurrentTime(startx); } if (a) a->start(); if (rtn) rtn->start(); } void Cube::setAnimationPaused(bool paused) { if (paused) { if (r) r->pause(); if (a) a->pause(); if (rtn) rtn->pause(); } else { if (r) r->resume(); if (a) a->resume(); if (rtn) rtn->resume(); } } CubeBuilder::CubeBuilder(Geometry *g, qreal depth, qreal size) : TileBuilder(g, depth) , ix(0) { for (int i = 0; i < 4; ++i) verts[i].setZ(size / 2.0f); // back face - "extrude" verts down QVector back(verts); for (int i = 0; i < 4; ++i) back[i].setZ(-size / 2.0f); // add the back face g->addQuad(back[br], back[bl], back[tl], back[tr], tex); // add the sides g->addQuad(back[bl], back[br], verts[br], verts[bl], tex); g->addQuad(back[br], back[tr], verts[tr], verts[br], tex); g->addQuad(back[tr], back[tl], verts[tl], verts[tr], tex); g->addQuad(back[tl], back[bl], verts[bl], verts[tl], tex); count = g->count() - start; } Cube *CubeBuilder::newCube(const QVector3D &loc) const { Cube *c = new Cube(loc); initialize(c); qreal d = 4000.0f; qreal d3 = d / 3.0f; // Animate movement from left to right c->r = new QPropertyAnimation(c, "range"); c->r->setStartValue(-1.3f); c->r->setEndValue(1.3f); c->startx = ix * d3 * 3.0f; c->r->setDuration(d * 4.0f); c->r->setLoopCount(-1); c->r->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve)); // Animate movement from bottom to top c->a = new QPropertyAnimation(c, "altitude"); c->a->setEndValue(loc.y()); c->a->setStartValue(loc.y() + amplitudes[ix]); c->a->setDuration(d / speeds[ix]); c->a->setLoopCount(-1); c->a->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve)); // Animate rotation c->rtn = new QPropertyAnimation(c, "rotation"); c->rtn->setStartValue(c->rot); c->rtn->setEndValue(359.0f); c->rtn->setDuration(d * 2.0f); c->rtn->setLoopCount(-1); c->rtn->setDuration(d / 2); ix = (ix + 1) % 3; return c; }