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1 /**************************************************************************** |
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2 ** |
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3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). |
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4 ** All rights reserved. |
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5 ** Contact: Nokia Corporation (qt-info@nokia.com) |
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6 ** |
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7 ** This file is part of the examples of the Qt Toolkit. |
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8 ** |
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9 ** $QT_BEGIN_LICENSE:LGPL$ |
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10 ** No Commercial Usage |
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11 ** This file contains pre-release code and may not be distributed. |
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12 ** You may use this file in accordance with the terms and conditions |
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13 ** contained in the Technology Preview License Agreement accompanying |
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14 ** this package. |
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15 ** |
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16 ** GNU Lesser General Public License Usage |
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17 ** Alternatively, this file may be used under the terms of the GNU Lesser |
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18 ** General Public License version 2.1 as published by the Free Software |
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19 ** Foundation and appearing in the file LICENSE.LGPL included in the |
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20 ** packaging of this file. Please review the following information to |
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21 ** ensure the GNU Lesser General Public License version 2.1 requirements |
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22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. |
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23 ** |
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24 ** In addition, as a special exception, Nokia gives you certain additional |
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25 ** rights. These rights are described in the Nokia Qt LGPL Exception |
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26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. |
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27 ** |
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28 ** If you have questions regarding the use of this file, please contact |
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29 ** Nokia at qt-info@nokia.com. |
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30 ** |
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31 ** |
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32 ** |
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33 ** |
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34 ** |
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35 ** |
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36 ** |
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37 ** |
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38 ** $QT_END_LICENSE$ |
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39 ** |
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40 ****************************************************************************/ |
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41 |
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42 #include <QGLWidget> |
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43 #include <QMatrix4x4> |
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44 #include <QVector3D> |
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45 |
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46 #include <qmath.h> |
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47 |
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48 #include "qtlogo.h" |
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49 |
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50 static const qreal tee_height = 0.311126; |
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51 static const qreal cross_width = 0.25; |
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52 static const qreal bar_thickness = 0.113137; |
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53 static const qreal inside_diam = 0.20; |
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54 static const qreal outside_diam = 0.30; |
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55 static const qreal logo_depth = 0.10; |
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56 static const int num_divisions = 32; |
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57 |
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58 //! [0] |
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59 struct Geometry |
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60 { |
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61 QVector<GLushort> faces; |
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62 QVector<QVector3D> vertices; |
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63 QVector<QVector3D> normals; |
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64 void appendSmooth(const QVector3D &a, const QVector3D &n, int from); |
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65 void appendFaceted(const QVector3D &a, const QVector3D &n); |
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66 void finalize(); |
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67 void loadArrays() const; |
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68 }; |
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69 //! [0] |
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70 |
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71 //! [1] |
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72 class Patch |
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73 { |
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74 public: |
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75 enum Smoothing { Faceted, Smooth }; |
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76 Patch(Geometry *); |
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77 void setSmoothing(Smoothing s) { sm = s; } |
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78 void translate(const QVector3D &t); |
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79 void rotate(qreal deg, QVector3D axis); |
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80 void draw() const; |
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81 void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n); |
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82 void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d); |
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83 |
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84 GLushort start; |
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85 GLushort count; |
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86 GLushort initv; |
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87 |
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88 GLfloat faceColor[4]; |
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89 QMatrix4x4 mat; |
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90 Smoothing sm; |
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91 Geometry *geom; |
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92 }; |
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93 //! [1] |
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94 |
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95 static inline void qSetColor(float colorVec[], QColor c) |
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96 { |
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97 colorVec[0] = c.redF(); |
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98 colorVec[1] = c.greenF(); |
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99 colorVec[2] = c.blueF(); |
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100 colorVec[3] = c.alphaF(); |
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101 } |
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102 |
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103 void Geometry::loadArrays() const |
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104 { |
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105 glVertexPointer(3, GL_FLOAT, 0, vertices.constData()); |
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106 glNormalPointer(GL_FLOAT, 0, normals.constData()); |
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107 } |
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108 |
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109 void Geometry::finalize() |
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110 { |
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111 // TODO: add vertex buffer uploading here |
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112 |
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113 // Finish smoothing normals by ensuring accumulated normals are returned |
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114 // to length 1.0. |
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115 for (int i = 0; i < normals.count(); ++i) |
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116 normals[i].normalize(); |
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117 } |
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118 |
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119 void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from) |
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120 { |
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121 // Smooth normals are acheived by averaging the normals for faces meeting |
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122 // at a point. First find the point in geometry already generated |
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123 // (working backwards, since most often the points shared are between faces |
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124 // recently added). |
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125 int v = vertices.count() - 1; |
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126 for ( ; v >= from; --v) |
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127 if (qFuzzyCompare(vertices[v], a)) |
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128 break; |
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129 if (v < from) |
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130 { |
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131 // The vert was not found so add it as a new one, and initialize |
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132 // its corresponding normal |
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133 v = vertices.count(); |
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134 vertices.append(a); |
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135 normals.append(n); |
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136 } |
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137 else |
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138 { |
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139 // Vert found, accumulate normals into corresponding normal slot. |
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140 // Must call finalize once finished accumulating normals |
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141 normals[v] += n; |
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142 } |
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143 // In both cases (found or not) reference the vert via its index |
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144 faces.append(v); |
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145 } |
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146 |
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147 void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n) |
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148 { |
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149 // Faceted normals are achieved by duplicating the vert for every |
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150 // normal, so that faces meeting at a vert get a sharp edge. |
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151 int v = vertices.count(); |
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152 vertices.append(a); |
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153 normals.append(n); |
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154 faces.append(v); |
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155 } |
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156 |
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157 Patch::Patch(Geometry *g) |
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158 : start(g->faces.count()) |
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159 , count(0) |
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160 , initv(g->vertices.count()) |
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161 , sm(Patch::Smooth) |
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162 , geom(g) |
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163 { |
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164 qSetColor(faceColor, QColor(Qt::darkGray)); |
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165 } |
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166 |
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167 void Patch::rotate(qreal deg, QVector3D axis) |
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168 { |
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169 mat.rotate(deg, axis); |
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170 } |
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171 |
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172 void Patch::translate(const QVector3D &t) |
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173 { |
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174 mat.translate(t); |
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175 } |
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176 |
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177 static inline void qMultMatrix(const QMatrix4x4 &mat) |
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178 { |
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179 if (sizeof(qreal) == sizeof(GLfloat)) |
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180 glMultMatrixf((GLfloat*)mat.constData()); |
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181 #ifndef QT_OPENGL_ES |
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182 else if (sizeof(qreal) == sizeof(GLdouble)) |
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183 glMultMatrixd((GLdouble*)mat.constData()); |
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184 #endif |
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185 else |
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186 { |
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187 GLfloat fmat[16]; |
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188 qreal const *r = mat.constData(); |
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189 for (int i = 0; i < 16; ++i) |
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190 fmat[i] = r[i]; |
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191 glMultMatrixf(fmat); |
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192 } |
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193 } |
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194 |
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195 //! [2] |
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196 void Patch::draw() const |
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197 { |
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198 glPushMatrix(); |
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199 qMultMatrix(mat); |
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200 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor); |
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201 |
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202 const GLushort *indices = geom->faces.constData(); |
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203 glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start); |
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204 glPopMatrix(); |
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205 } |
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206 //! [2] |
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207 |
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208 void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n) |
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209 { |
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210 QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n; |
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211 if (sm == Smooth) |
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212 { |
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213 geom->appendSmooth(a, norm, initv); |
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214 geom->appendSmooth(b, norm, initv); |
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215 geom->appendSmooth(c, norm, initv); |
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216 } |
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217 else |
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218 { |
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219 geom->appendFaceted(a, norm); |
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220 geom->appendFaceted(b, norm); |
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221 geom->appendFaceted(c, norm); |
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222 } |
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223 count += 3; |
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224 } |
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225 |
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226 void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d) |
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227 { |
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228 QVector3D norm = QVector3D::normal(a, b, c); |
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229 if (sm == Smooth) |
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230 { |
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231 addTri(a, b, c, norm); |
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232 addTri(a, c, d, norm); |
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233 } |
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234 else |
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235 { |
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236 // If faceted share the two common verts |
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237 addTri(a, b, c, norm); |
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238 int k = geom->vertices.count(); |
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239 geom->appendSmooth(a, norm, k); |
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240 geom->appendSmooth(c, norm, k); |
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241 geom->appendFaceted(d, norm); |
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242 count += 3; |
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243 } |
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244 } |
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245 |
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246 static inline QVector<QVector3D> extrude(const QVector<QVector3D> &verts, qreal depth) |
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247 { |
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248 QVector<QVector3D> extr = verts; |
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249 for (int v = 0; v < extr.count(); ++v) |
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250 extr[v].setZ(extr[v].z() - depth); |
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251 return extr; |
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252 } |
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253 |
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254 class Rectoid |
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255 { |
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256 public: |
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257 void translate(const QVector3D &t) |
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258 { |
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259 for (int i = 0; i < parts.count(); ++i) |
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260 parts[i]->translate(t); |
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261 } |
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262 void rotate(qreal deg, QVector3D axis) |
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263 { |
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264 for (int i = 0; i < parts.count(); ++i) |
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265 parts[i]->rotate(deg, axis); |
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266 } |
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267 |
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268 // No special Rectoid destructor - the parts are fetched out of this member |
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269 // variable, and destroyed by the new owner |
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270 QList<Patch*> parts; |
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271 }; |
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272 |
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273 class RectPrism : public Rectoid |
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274 { |
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275 public: |
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276 RectPrism(Geometry *g, qreal width, qreal height, qreal depth); |
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277 }; |
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278 |
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279 RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth) |
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280 { |
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281 enum { bl, br, tr, tl }; |
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282 Patch *fb = new Patch(g); |
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283 fb->setSmoothing(Patch::Faceted); |
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284 |
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285 // front face |
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286 QVector<QVector3D> r(4); |
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287 r[br].setX(width); |
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288 r[tr].setX(width); |
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289 r[tr].setY(height); |
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290 r[tl].setY(height); |
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291 QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0); |
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292 for (int i = 0; i < 4; ++i) |
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293 r[i] += adjToCenter; |
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294 fb->addQuad(r[bl], r[br], r[tr], r[tl]); |
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295 |
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296 // back face |
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297 QVector<QVector3D> s = extrude(r, depth); |
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298 fb->addQuad(s[tl], s[tr], s[br], s[bl]); |
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299 |
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300 // side faces |
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301 Patch *sides = new Patch(g); |
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302 sides->setSmoothing(Patch::Faceted); |
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303 sides->addQuad(s[bl], s[br], r[br], r[bl]); |
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304 sides->addQuad(s[br], s[tr], r[tr], r[br]); |
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305 sides->addQuad(s[tr], s[tl], r[tl], r[tr]); |
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306 sides->addQuad(s[tl], s[bl], r[bl], r[tl]); |
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307 |
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308 parts << fb << sides; |
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309 } |
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310 |
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311 class RectTorus : public Rectoid |
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312 { |
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313 public: |
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314 RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors); |
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315 }; |
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316 |
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317 RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k) |
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318 { |
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319 QVector<QVector3D> inside; |
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320 QVector<QVector3D> outside; |
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321 for (int i = 0; i < k; ++i) { |
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322 qreal angle = (i * 2 * M_PI) / k; |
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323 inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0); |
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324 outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0); |
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325 } |
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326 inside << QVector3D(0.0, iRad, 0.0); |
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327 outside << QVector3D(0.0, oRad, 0.0); |
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328 QVector<QVector3D> in_back = extrude(inside, depth); |
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329 QVector<QVector3D> out_back = extrude(outside, depth); |
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330 |
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331 // Create front, back and sides as seperate patches so that smooth normals |
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332 // are generated for the curving sides, but a faceted edge is created between |
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333 // sides and front/back |
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334 Patch *front = new Patch(g); |
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335 for (int i = 0; i < k; ++i) |
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336 front->addQuad(outside[i], inside[i], |
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337 inside[(i + 1) % k], outside[(i + 1) % k]); |
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338 Patch *back = new Patch(g); |
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339 for (int i = 0; i < k; ++i) |
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340 back->addQuad(in_back[i], out_back[i], |
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341 out_back[(i + 1) % k], in_back[(i + 1) % k]); |
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342 Patch *is = new Patch(g); |
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343 for (int i = 0; i < k; ++i) |
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344 is->addQuad(in_back[i], in_back[(i + 1) % k], |
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345 inside[(i + 1) % k], inside[i]); |
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346 Patch *os = new Patch(g); |
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347 for (int i = 0; i < k; ++i) |
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348 os->addQuad(out_back[(i + 1) % k], out_back[i], |
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349 outside[i], outside[(i + 1) % k]); |
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350 parts << front << back << is << os; |
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351 } |
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352 |
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353 QtLogo::QtLogo(QObject *parent, int divisions, qreal scale) |
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354 : QObject(parent) |
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355 , geom(new Geometry()) |
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356 { |
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357 buildGeometry(divisions, scale); |
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358 } |
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359 |
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360 QtLogo::~QtLogo() |
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361 { |
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362 qDeleteAll(parts); |
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363 delete geom; |
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364 } |
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365 |
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366 void QtLogo::setColor(QColor c) |
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367 { |
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368 for (int i = 0; i < parts.count(); ++i) |
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369 qSetColor(parts[i]->faceColor, c); |
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370 } |
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371 |
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372 //! [3] |
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373 void QtLogo::buildGeometry(int divisions, qreal scale) |
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374 { |
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375 qreal cw = cross_width * scale; |
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376 qreal bt = bar_thickness * scale; |
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377 qreal ld = logo_depth * scale; |
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378 qreal th = tee_height *scale; |
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379 |
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380 RectPrism cross(geom, cw, bt, ld); |
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381 RectPrism stem(geom, bt, th, ld); |
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382 |
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383 QVector3D z(0.0, 0.0, 1.0); |
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384 cross.rotate(45.0, z); |
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385 stem.rotate(45.0, z); |
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386 |
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387 qreal stem_downshift = (th + bt) / 2.0; |
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388 stem.translate(QVector3D(0.0, -stem_downshift, 0.0)); |
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389 |
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390 RectTorus body(geom, 0.20, 0.30, 0.1, divisions); |
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391 |
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392 parts << stem.parts << cross.parts << body.parts; |
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393 |
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394 geom->finalize(); |
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395 } |
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396 //! [3] |
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397 |
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398 //! [4] |
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399 void QtLogo::draw() const |
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400 { |
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401 geom->loadArrays(); |
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402 |
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403 glEnableClientState(GL_VERTEX_ARRAY); |
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404 glEnableClientState(GL_NORMAL_ARRAY); |
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405 |
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406 for (int i = 0; i < parts.count(); ++i) |
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407 parts[i]->draw(); |
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408 |
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409 glDisableClientState(GL_VERTEX_ARRAY); |
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410 glDisableClientState(GL_NORMAL_ARRAY); |
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411 } |
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412 //! [4] |