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| ** This file is part of the examples of the Qt Toolkit. |
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| |
| #include "glwidget.h" |
| |
| #include <QMouseEvent> |
| #include <QTimer> |
| #include <qmath.h> |
| |
| GLWidget::GLWidget(QWidget *parent) |
| : QGLWidget(parent) |
| { |
| gear1 = 0; |
| gear2 = 0; |
| gear3 = 0; |
| xRot = 0; |
| yRot = 0; |
| zRot = 0; |
| gear1Rot = 0; |
| |
| QTimer *timer = new QTimer(this); |
| connect(timer, SIGNAL(timeout()), this, SLOT(advanceGears())); |
| timer->start(20); |
| } |
| |
| GLWidget::~GLWidget() |
| { |
| makeCurrent(); |
| glDeleteLists(gear1, 1); |
| glDeleteLists(gear2, 1); |
| glDeleteLists(gear3, 1); |
| } |
| |
| void GLWidget::setXRotation(int angle) |
| { |
| normalizeAngle(&angle); |
| if (angle != xRot) { |
| xRot = angle; |
| emit xRotationChanged(angle); |
| updateGL(); |
| } |
| } |
| |
| void GLWidget::setYRotation(int angle) |
| { |
| normalizeAngle(&angle); |
| if (angle != yRot) { |
| yRot = angle; |
| emit yRotationChanged(angle); |
| updateGL(); |
| } |
| } |
| |
| void GLWidget::setZRotation(int angle) |
| { |
| normalizeAngle(&angle); |
| if (angle != zRot) { |
| zRot = angle; |
| emit zRotationChanged(angle); |
| updateGL(); |
| } |
| } |
| |
| void GLWidget::initializeGL() |
| { |
| static const GLfloat lightPos[4] = { 5.0f, 5.0f, 10.0f, 1.0f }; |
| static const GLfloat reflectance1[4] = { 0.8f, 0.1f, 0.0f, 1.0f }; |
| static const GLfloat reflectance2[4] = { 0.0f, 0.8f, 0.2f, 1.0f }; |
| static const GLfloat reflectance3[4] = { 0.2f, 0.2f, 1.0f, 1.0f }; |
| |
| glLightfv(GL_LIGHT0, GL_POSITION, lightPos); |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT0); |
| glEnable(GL_DEPTH_TEST); |
| |
| gear1 = makeGear(reflectance1, 1.0, 4.0, 1.0, 0.7, 20); |
| gear2 = makeGear(reflectance2, 0.5, 2.0, 2.0, 0.7, 10); |
| gear3 = makeGear(reflectance3, 1.3, 2.0, 0.5, 0.7, 10); |
| |
| glEnable(GL_NORMALIZE); |
| glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| } |
| |
| void GLWidget::paintGL() |
| { |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glPushMatrix(); |
| glRotated(xRot / 16.0, 1.0, 0.0, 0.0); |
| glRotated(yRot / 16.0, 0.0, 1.0, 0.0); |
| glRotated(zRot / 16.0, 0.0, 0.0, 1.0); |
| |
| drawGear(gear1, -3.0, -2.0, 0.0, gear1Rot / 16.0); |
| drawGear(gear2, +3.1, -2.0, 0.0, -2.0 * (gear1Rot / 16.0) - 9.0); |
| |
| glRotated(+90.0, 1.0, 0.0, 0.0); |
| drawGear(gear3, -3.1, -1.8, -2.2, +2.0 * (gear1Rot / 16.0) - 2.0); |
| |
| glPopMatrix(); |
| } |
| |
| void GLWidget::resizeGL(int width, int height) |
| { |
| int side = qMin(width, height); |
| glViewport((width - side) / 2, (height - side) / 2, side, side); |
| |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-1.0, +1.0, -1.0, 1.0, 5.0, 60.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslated(0.0, 0.0, -40.0); |
| } |
| |
| void GLWidget::mousePressEvent(QMouseEvent *event) |
| { |
| lastPos = event->pos(); |
| } |
| |
| void GLWidget::mouseMoveEvent(QMouseEvent *event) |
| { |
| int dx = event->x() - lastPos.x(); |
| int dy = event->y() - lastPos.y(); |
| |
| if (event->buttons() & Qt::LeftButton) { |
| setXRotation(xRot + 8 * dy); |
| setYRotation(yRot + 8 * dx); |
| } else if (event->buttons() & Qt::RightButton) { |
| setXRotation(xRot + 8 * dy); |
| setZRotation(zRot + 8 * dx); |
| } |
| lastPos = event->pos(); |
| } |
| |
| void GLWidget::advanceGears() |
| { |
| gear1Rot += 2 * 16; |
| updateGL(); |
| } |
| |
| GLuint GLWidget::makeGear(const GLfloat *reflectance, GLdouble innerRadius, |
| GLdouble outerRadius, GLdouble thickness, |
| GLdouble toothSize, GLint toothCount) |
| { |
| GLuint list = glGenLists(1); |
| glNewList(list, GL_COMPILE); |
| glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, reflectance); |
| |
| GLdouble r0 = innerRadius; |
| GLdouble r1 = outerRadius - toothSize / 2.0; |
| GLdouble r2 = outerRadius + toothSize / 2.0; |
| GLdouble toothAngle = 2 * M_PI / toothCount; |
| GLdouble delta = toothAngle / 4.0; |
| GLdouble z = thickness / 2.0; |
| |
| glShadeModel(GL_FLAT); |
| |
| for (int i = 0; i < 2; ++i) { |
| GLdouble sign = (i == 0) ? +1.0 : -1.0; |
| |
| glNormal3d(0.0, 0.0, sign); |
| |
| glBegin(GL_QUAD_STRIP); |
| for (int j = 0; j <= toothCount; ++j) { |
| GLdouble angle = j * toothAngle; |
| glVertex3d(r0 * cos(angle), r0 * sin(angle), sign * z); |
| glVertex3d(r1 * cos(angle), r1 * sin(angle), sign * z); |
| glVertex3d(r0 * cos(angle), r0 * sin(angle), sign * z); |
| glVertex3d(r1 * cos(angle + 3 * delta), r1 * sin(angle + 3 * delta), sign * z); |
| } |
| glEnd(); |
| |
| glBegin(GL_QUADS); |
| for (int j = 0; j < toothCount; ++j) { |
| GLdouble angle = j * toothAngle; |
| glVertex3d(r1 * cos(angle), r1 * sin(angle), sign * z); |
| glVertex3d(r2 * cos(angle + delta), r2 * sin(angle + delta), sign * z); |
| glVertex3d(r2 * cos(angle + 2 * delta), r2 * sin(angle + 2 * delta), sign * z); |
| glVertex3d(r1 * cos(angle + 3 * delta), r1 * sin(angle + 3 * delta), sign * z); |
| } |
| glEnd(); |
| } |
| |
| glBegin(GL_QUAD_STRIP); |
| for (int i = 0; i < toothCount; ++i) { |
| for (int j = 0; j < 2; ++j) { |
| GLdouble angle = (i + j / 2.0) * toothAngle; |
| GLdouble s1 = r1; |
| GLdouble s2 = r2; |
| if (j == 1) |
| qSwap(s1, s2); |
| |
| glNormal3d(cos(angle), sin(angle), 0.0); |
| glVertex3d(s1 * cos(angle), s1 * sin(angle), +z); |
| glVertex3d(s1 * cos(angle), s1 * sin(angle), -z); |
| |
| glNormal3d(s2 * sin(angle + delta) - s1 * sin(angle), |
| s1 * cos(angle) - s2 * cos(angle + delta), 0.0); |
| glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), +z); |
| glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), -z); |
| } |
| } |
| glVertex3d(r1, 0.0, +z); |
| glVertex3d(r1, 0.0, -z); |
| glEnd(); |
| |
| glShadeModel(GL_SMOOTH); |
| |
| glBegin(GL_QUAD_STRIP); |
| for (int i = 0; i <= toothCount; ++i) { |
| GLdouble angle = i * toothAngle; |
| glNormal3d(-cos(angle), -sin(angle), 0.0); |
| glVertex3d(r0 * cos(angle), r0 * sin(angle), +z); |
| glVertex3d(r0 * cos(angle), r0 * sin(angle), -z); |
| } |
| glEnd(); |
| |
| glEndList(); |
| |
| return list; |
| } |
| |
| void GLWidget::drawGear(GLuint gear, GLdouble dx, GLdouble dy, GLdouble dz, |
| GLdouble angle) |
| { |
| glPushMatrix(); |
| glTranslated(dx, dy, dz); |
| glRotated(angle, 0.0, 0.0, 1.0); |
| glCallList(gear); |
| glPopMatrix(); |
| } |
| |
| void GLWidget::normalizeAngle(int *angle) |
| { |
| while (*angle < 0) |
| *angle += 360 * 16; |
| while (*angle > 360 * 16) |
| *angle -= 360 * 16; |
| } |