259 lines
7.4 KiB
C++
259 lines
7.4 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2007 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.1 2007/10/18 08:52:06 benedetti
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Initial release.
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****************************************************************************/
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#include <QtGui>
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#include "glarea.h"
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#include <wrap/qt/trackball.h>
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GLArea::GLArea (QWidget * parent)
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:QGLWidget (parent)
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{
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drawmode= SMOOTH;
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GLArea::loadTetrahedron();
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}
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void GLArea::selectDrawMode(int mode){
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drawmode=DrawMode(mode);
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updateGL();
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}
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void GLArea::loadMesh(QString fileName)
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{
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int err=vcg::tri::io::ImporterPLY<CMesh>::Open(mesh,(fileName.toStdString()).c_str());
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if(err!=0){
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const char* errmsg=vcg::tri::io::ImporterPLY<CMesh>::ErrorMsg(err);
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QMessageBox::warning(this,tr("Error Loading Mesh"),QString(errmsg));
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}
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initMesh("Loaded \""+fileName+"\".");
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}
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void GLArea::loadTetrahedron(){
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vcg::tri::Tetrahedron(mesh);
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initMesh(tr("Tethraedron [builtin]"));
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}
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void GLArea::loadDodecahedron(){
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vcg::tri::Dodecahedron(mesh);
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initMesh(tr("Dodecahedron [builtin]"));
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}
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void GLArea::initMesh(QString message)
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{
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// update bounding box
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vcg::tri::UpdateBounding<CMesh>::Box(mesh);
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// update Normals
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vcg::tri::UpdateNormals<CMesh>::PerVertexNormalizedPerFace(mesh);
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vcg::tri::UpdateNormals<CMesh>::PerFaceNormalized(mesh);
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// Initialize the opengl wrapper
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glWrap.m = &mesh;
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glWrap.Update();
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updateGL();
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emit setStatusBar(message);
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}
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void GLArea::initializeGL ()
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{
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glClearColor(0, 0, 0, 0);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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}
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void GLArea::resizeGL (int w, int h)
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{
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glViewport (0, 0, (GLsizei) w, (GLsizei) h);
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initializeGL();
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}
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vcg::Point3f EP_right_shoulder(float s_dx, float r, float r1, unsigned int N ,unsigned int i){
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float delta = (r-r1)*0.5/N;
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if(i<N/2){
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float x = s_dx-delta*i;
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return vcg::Point3f(x,0,-sqrt(1.f-x*x/(r*r*0.25))*r1*0.5);}
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else{
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float x = -r/2+delta*i;
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return vcg::Point3f(x,0,sqrt(1.f-x*x/(r*r*0.25))*r1*0.5);}
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}
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}
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vcg::Point3f CP_right_shoulder(float r, unsigned int N ,unsigned int i){
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float ang = M_PI/N*i;
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return vcg::Point3f(r*vcg::math::Cos(ang),0,-r*vcg::math::Sin(ang))
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}
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void DrawHE(float r, float r1, float sg=1.0){
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const float delta = 100.f;
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glBegin(GL_LINE_STRIP);
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for(float x = -r/2.f; x < r/2.f+r/(delta-1.f); x+=r/delta)
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glVertex3f(x,0,sg*sqrt(1.f-x*x/(r*r*0.25))*r1*0.5);
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glEnd();
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}
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void DrawShoulder_d(float dx,float dy,float rad){
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glPushMatrix();
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glTranslatef(dx,dy,0.f);
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gluSphere(gluNewQuadric(),rad,100,100);
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glPopMatrix();
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}
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void DrawE(float n_r1, float n_r2){
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DrawHE(n_r1,n_r2,1.0);
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DrawHE(n_r1,n_r2,-1.0);
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}
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void DrawNeck(float ne_x, float ne_y, float angle, float n_r1, float n_r2){
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glPushMatrix();
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glTranslatef(ne_x,ne_y,0.0);
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glRotatef(angle,1,0,0);
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DrawE(n_r1,n_r2);
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glTranslatef(0,3,0);
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DrawE(n_r1,n_r2);
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glPopMatrix();
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}
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void DrawBody(){
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DrawHE(50,40,1.0); // petto basso
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DrawHE(50,20,-1.0); // schiena basso
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float rad = 4;
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float s_dx = -15.f,s_dy = 10.f;
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float s_sx = 15.f,s_sy = 10.f;
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DrawShoulder_d(s_dx,s_dy,rad);
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DrawShoulder_d(s_sx,s_sy,rad);
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float delta_neck = 3.f;
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float ne_x = (s_dx+s_sx)*0.5;
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float ne_y = (s_dy+s_sy+2*rad)*0.5+delta_neck;
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float angle = 10.f;
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float n_r1 = 10.f;
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float n_r2 = 12.f;
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DrawNeck(ne_x,ne_y, angle,n_r1,n_r2);
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// FRR
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float delta_low = (s_dx-r/2)/20;
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for(float x = -r/2; r <= s_dx;r=r+delta_low){
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glVertex(EP(r,r1,1.0,x));
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glVertex(EP(r,r1,1.0,x+delta_low));
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glVertex(CP(r,1.0,x+delta_high));
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}
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}
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void GLArea::paintGL ()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(40, GLArea::width()/(float)GLArea::height(), 0.1, 200);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0,0,100, 0,0,0, 0,1,0);
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track.center=vcg::Point3f(0, 0, 0);
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track.radius= 30;
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track.GetView();
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track.Apply(false);
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glPushMatrix();
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glPolygonMode(GL_FRONT,GL_LINE);
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// disegna il modello
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glDisable(GL_LIGHTING);
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DrawBody();
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glPopMatrix();
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// track.DrawPostApply();
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}
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void GLArea::keyReleaseEvent (QKeyEvent * e)
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{
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e->ignore ();
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if (e->key () == Qt::Key_Control)
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track.ButtonUp (QT2VCG (Qt::NoButton, Qt::ControlModifier));
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if (e->key () == Qt::Key_Shift)
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track.ButtonUp (QT2VCG (Qt::NoButton, Qt::ShiftModifier));
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if (e->key () == Qt::Key_Alt)
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track.ButtonUp (QT2VCG (Qt::NoButton, Qt::AltModifier));
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updateGL ();
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}
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void GLArea::keyPressEvent (QKeyEvent * e)
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{
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e->ignore ();
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if (e->key () == Qt::Key_Control)
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track.ButtonDown (QT2VCG (Qt::NoButton, Qt::ControlModifier));
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if (e->key () == Qt::Key_Shift)
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track.ButtonDown (QT2VCG (Qt::NoButton, Qt::ShiftModifier));
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if (e->key () == Qt::Key_Alt)
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track.ButtonDown (QT2VCG (Qt::NoButton, Qt::AltModifier));
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updateGL ();
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}
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void GLArea::mousePressEvent (QMouseEvent * e)
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{
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e->accept ();
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setFocus ();
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track.MouseDown (e->x (), height () - e->y (), QT2VCG (e->button (), e->modifiers ()));
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updateGL ();
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}
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void GLArea::mouseMoveEvent (QMouseEvent * e)
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{
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if (e->buttons ()) {
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track.MouseMove (e->x (), height () - e->y ());
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updateGL ();
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}
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}
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void GLArea::mouseReleaseEvent (QMouseEvent * e)
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{
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track.MouseUp (e->x (), height () - e->y (), QT2VCG (e->button (), e->modifiers ()));
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updateGL ();
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}
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void GLArea::wheelEvent (QWheelEvent * e)
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{
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const int WHEEL_STEP = 120;
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track.MouseWheel (e->delta () / float (WHEEL_STEP), QTWheel2VCG (e->modifiers ()));
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updateGL ();
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}
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