📄 glwidget.cpp
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/******************************************************************************** Copyright (C) 2005-2006 Trolltech ASA. All rights reserved.**** This file is part of the example classes of the Qt Toolkit.**** This file may be used under the terms of the GNU General Public** License version 2.0 as published by the Free Software Foundation** and appearing in the file LICENSE.GPL included in the packaging of** this file. Please review the following information to ensure GNU** General Public Licensing requirements will be met:** http://www.trolltech.com/products/qt/opensource.html**** If you are unsure which license is appropriate for your use, please** review the following information:** http://www.trolltech.com/products/qt/licensing.html or contact the** sales department at sales@trolltech.com.**** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.******************************************************************************/#include <QtGui>#include <QtOpenGL>#include <math.h>#include "glwidget.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);}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){ const double Pi = 3.14159265358979323846; 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 delta = (2.0 * Pi / toothCount) / 4.0; GLdouble z = thickness / 2.0; int i, j; glShadeModel(GL_FLAT); for (i = 0; i < 2; ++i) { GLdouble sign = (i == 0) ? +1.0 : -1.0; glNormal3d(0.0, 0.0, sign); glBegin(GL_QUAD_STRIP); for (j = 0; j <= toothCount; ++j) { GLdouble angle = 2.0 * Pi * j / toothCount; 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 (j = 0; j < toothCount; ++j) { GLdouble angle = 2.0 * Pi * j / toothCount; 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 (i = 0; i < toothCount; ++i) { for (j = 0; j < 2; ++j) { GLdouble angle = 2.0 * Pi * (i + (j / 2.0)) / toothCount; 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 (i = 0; i <= toothCount; ++i) { GLdouble angle = i * 2.0 * Pi / toothCount; 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;}
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