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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include <QGLWidget>
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#include <QMatrix4x4>
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#include <QVector3D>
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#include <qmath.h>
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#include "qtlogo.h"
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static const qreal tee_height = 0.311126;
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static const qreal cross_width = 0.25;
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static const qreal bar_thickness = 0.113137;
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static const qreal inside_diam = 0.20;
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static const qreal outside_diam = 0.30;
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static const qreal logo_depth = 0.10;
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static const int num_divisions = 32;
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//! [0]
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struct Geometry
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{
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QVector<GLushort> faces;
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QVector<QVector3D> vertices;
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QVector<QVector3D> normals;
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void appendSmooth(const QVector3D &a, const QVector3D &n, int from);
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void appendFaceted(const QVector3D &a, const QVector3D &n);
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void finalize();
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void loadArrays() const;
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};
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//! [0]
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//! [1]
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class Patch
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{
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public:
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enum Smoothing { Faceted, Smooth };
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Patch(Geometry *);
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void setSmoothing(Smoothing s) { sm = s; }
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void translate(const QVector3D &t);
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void rotate(qreal deg, QVector3D axis);
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void draw() const;
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void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n);
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void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d);
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GLushort start;
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GLushort count;
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GLushort initv;
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GLfloat faceColor[4];
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QMatrix4x4 mat;
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Smoothing sm;
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Geometry *geom;
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};
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//! [1]
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static inline void qSetColor(float colorVec[], QColor c)
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{
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colorVec[0] = c.redF();
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colorVec[1] = c.greenF();
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colorVec[2] = c.blueF();
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colorVec[3] = c.alphaF();
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}
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void Geometry::loadArrays() const
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{
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glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
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glNormalPointer(GL_FLOAT, 0, normals.constData());
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}
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void Geometry::finalize()
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{
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// TODO: add vertex buffer uploading here
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// Finish smoothing normals by ensuring accumulated normals are returned
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// to length 1.0.
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for (int i = 0; i < normals.count(); ++i)
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normals[i].normalize();
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}
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void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from)
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{
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// Smooth normals are acheived by averaging the normals for faces meeting
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// at a point. First find the point in geometry already generated
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// (working backwards, since most often the points shared are between faces
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// recently added).
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int v = vertices.count() - 1;
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for ( ; v >= from; --v)
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if (qFuzzyCompare(vertices[v], a))
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break;
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if (v < from)
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{
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// The vert was not found so add it as a new one, and initialize
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// its corresponding normal
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v = vertices.count();
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vertices.append(a);
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normals.append(n);
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}
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else
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{
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// Vert found, accumulate normals into corresponding normal slot.
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// Must call finalize once finished accumulating normals
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normals[v] += n;
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}
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// In both cases (found or not) reference the vert via its index
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faces.append(v);
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}
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void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n)
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{
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// Faceted normals are achieved by duplicating the vert for every
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// normal, so that faces meeting at a vert get a sharp edge.
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int v = vertices.count();
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vertices.append(a);
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normals.append(n);
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faces.append(v);
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}
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Patch::Patch(Geometry *g)
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: start(g->faces.count())
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, count(0)
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, initv(g->vertices.count())
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, sm(Patch::Smooth)
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, geom(g)
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{
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qSetColor(faceColor, QColor(Qt::darkGray));
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}
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void Patch::rotate(qreal deg, QVector3D axis)
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{
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mat.rotate(deg, axis);
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}
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void Patch::translate(const QVector3D &t)
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{
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mat.translate(t);
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}
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static inline void qMultMatrix(const QMatrix4x4 &mat)
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{
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if (sizeof(qreal) == sizeof(GLfloat))
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glMultMatrixf((GLfloat*)mat.constData());
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#ifndef QT_OPENGL_ES
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else if (sizeof(qreal) == sizeof(GLdouble))
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glMultMatrixd((GLdouble*)mat.constData());
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#endif
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else
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{
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GLfloat fmat[16];
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qreal const *r = mat.constData();
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for (int i = 0; i < 16; ++i)
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fmat[i] = r[i];
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glMultMatrixf(fmat);
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}
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}
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//! [2]
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void Patch::draw() const
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{
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glPushMatrix();
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qMultMatrix(mat);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
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const GLushort *indices = geom->faces.constData();
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start);
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glPopMatrix();
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}
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//! [2]
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void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
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{
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QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n;
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if (sm == Smooth)
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{
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geom->appendSmooth(a, norm, initv);
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geom->appendSmooth(b, norm, initv);
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geom->appendSmooth(c, norm, initv);
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}
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else
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{
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geom->appendFaceted(a, norm);
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geom->appendFaceted(b, norm);
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geom->appendFaceted(c, norm);
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}
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count += 3;
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}
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void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
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{
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QVector3D norm = QVector3D::normal(a, b, c);
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if (sm == Smooth)
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{
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addTri(a, b, c, norm);
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addTri(a, c, d, norm);
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}
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else
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{
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// If faceted share the two common verts
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addTri(a, b, c, norm);
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int k = geom->vertices.count();
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geom->appendSmooth(a, norm, k);
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geom->appendSmooth(c, norm, k);
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geom->appendFaceted(d, norm);
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count += 3;
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}
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}
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static inline QVector<QVector3D> extrude(const QVector<QVector3D> &verts, qreal depth)
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{
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QVector<QVector3D> extr = verts;
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for (int v = 0; v < extr.count(); ++v)
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extr[v].setZ(extr[v].z() - depth);
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return extr;
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}
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class Rectoid
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{
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public:
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void translate(const QVector3D &t)
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{
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for (int i = 0; i < parts.count(); ++i)
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parts[i]->translate(t);
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}
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void rotate(qreal deg, QVector3D axis)
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{
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for (int i = 0; i < parts.count(); ++i)
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parts[i]->rotate(deg, axis);
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}
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// No special Rectoid destructor - the parts are fetched out of this member
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// variable, and destroyed by the new owner
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QList<Patch*> parts;
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};
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class RectPrism : public Rectoid
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{
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public:
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RectPrism(Geometry *g, qreal width, qreal height, qreal depth);
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};
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RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
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{
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enum { bl, br, tr, tl };
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Patch *fb = new Patch(g);
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fb->setSmoothing(Patch::Faceted);
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// front face
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QVector<QVector3D> r(4);
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r[br].setX(width);
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r[tr].setX(width);
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r[tr].setY(height);
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r[tl].setY(height);
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QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
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for (int i = 0; i < 4; ++i)
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r[i] += adjToCenter;
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fb->addQuad(r[bl], r[br], r[tr], r[tl]);
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// back face
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QVector<QVector3D> s = extrude(r, depth);
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fb->addQuad(s[tl], s[tr], s[br], s[bl]);
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// side faces
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Patch *sides = new Patch(g);
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sides->setSmoothing(Patch::Faceted);
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sides->addQuad(s[bl], s[br], r[br], r[bl]);
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sides->addQuad(s[br], s[tr], r[tr], r[br]);
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sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
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sides->addQuad(s[tl], s[bl], r[bl], r[tl]);
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parts << fb << sides;
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}
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class RectTorus : public Rectoid
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{
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public:
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RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors);
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};
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RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
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{
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QVector<QVector3D> inside;
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QVector<QVector3D> outside;
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for (int i = 0; i < k; ++i) {
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qreal angle = (i * 2 * M_PI) / k;
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inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
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outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
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}
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inside << QVector3D(0.0, iRad, 0.0);
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outside << QVector3D(0.0, oRad, 0.0);
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QVector<QVector3D> in_back = extrude(inside, depth);
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QVector<QVector3D> out_back = extrude(outside, depth);
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// Create front, back and sides as seperate patches so that smooth normals
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// are generated for the curving sides, but a faceted edge is created between
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// sides and front/back
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Patch *front = new Patch(g);
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for (int i = 0; i < k; ++i)
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front->addQuad(outside[i], inside[i],
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inside[(i + 1) % k], outside[(i + 1) % k]);
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Patch *back = new Patch(g);
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for (int i = 0; i < k; ++i)
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back->addQuad(in_back[i], out_back[i],
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out_back[(i + 1) % k], in_back[(i + 1) % k]);
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Patch *is = new Patch(g);
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for (int i = 0; i < k; ++i)
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is->addQuad(in_back[i], in_back[(i + 1) % k],
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inside[(i + 1) % k], inside[i]);
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Patch *os = new Patch(g);
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for (int i = 0; i < k; ++i)
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os->addQuad(out_back[(i + 1) % k], out_back[i],
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outside[i], outside[(i + 1) % k]);
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parts << front << back << is << os;
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}
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QtLogo::QtLogo(QObject *parent, int divisions, qreal scale)
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: QObject(parent)
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, geom(new Geometry())
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{
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buildGeometry(divisions, scale);
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}
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QtLogo::~QtLogo()
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{
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qDeleteAll(parts);
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delete geom;
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}
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void QtLogo::setColor(QColor c)
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{
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for (int i = 0; i < parts.count(); ++i)
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qSetColor(parts[i]->faceColor, c);
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}
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//! [3]
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void QtLogo::buildGeometry(int divisions, qreal scale)
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{
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qreal cw = cross_width * scale;
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qreal bt = bar_thickness * scale;
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qreal ld = logo_depth * scale;
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qreal th = tee_height *scale;
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RectPrism cross(geom, cw, bt, ld);
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RectPrism stem(geom, bt, th, ld);
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QVector3D z(0.0, 0.0, 1.0);
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cross.rotate(45.0, z);
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stem.rotate(45.0, z);
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qreal stem_downshift = (th + bt) / 2.0;
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stem.translate(QVector3D(0.0, -stem_downshift, 0.0));
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RectTorus body(geom, 0.20, 0.30, 0.1, divisions);
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parts << stem.parts << cross.parts << body.parts;
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geom->finalize();
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}
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//! [3]
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397 |
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//! [4]
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void QtLogo::draw() const
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{
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geom->loadArrays();
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402 |
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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405 |
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for (int i = 0; i < parts.count(); ++i)
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parts[i]->draw();
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408 |
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409 |
glDisableClientState(GL_VERTEX_ARRAY);
|
|
410 |
glDisableClientState(GL_NORMAL_ARRAY);
|
|
411 |
}
|
|
412 |
//! [4]
|