cube.cpp Example File

opengl/pbuffers/cube.cpp
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "cube.h"
#include "glwidget.h"

#include <QtGui/QImage>
#include <QtCore/QPropertyAnimation>

static const qreal FACE_SIZE = 0.4;

static const qreal speeds[] = { 3.8f, 4.4f, 5.6f };
static const qreal amplitudes[] = { 2.0f, 2.5f, 3.0f };

static inline void qSetColor(float colorVec[], QColor c)
{
    colorVec[0] = c.redF();
    colorVec[1] = c.greenF();
    colorVec[2] = c.blueF();
    colorVec[3] = c.alphaF();
}

int Geometry::append(const QVector3D &a, const QVector3D &n, const QVector2D &t)
{
    int v = vertices.count();
    vertices.append(a);
    normals.append(n);
    texCoords.append(t);
    faces.append(v);
    colors.append(QVector4D(0.6f, 0.6f, 0.6f, 1.0f));
    return v;
}

void Geometry::addQuad(const QVector3D &a, const QVector3D &b,
                           const QVector3D &c, const QVector3D &d,
                           const QVector<QVector2D> &tex)
{
    QVector3D norm = QVector3D::normal(a, b, c);
    // append first triangle
    int aref = append(a, norm, tex[0]);
    append(b, norm, tex[1]);
    int cref = append(c, norm, tex[2]);
    // append second triangle
    faces.append(aref);
    faces.append(cref);
    append(d, norm, tex[3]);
}

void Geometry::loadArrays() const
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
    glNormalPointer(GL_FLOAT, 0, normals.constData());
    glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
    glColorPointer(4, GL_FLOAT, 0, colors.constData());
}

void Geometry::setColors(int start, GLfloat colorArray[4][4])
{
    int off = faces[start];
    for (int i = 0; i < 4; ++i)
        colors[i + off] = QVector4D(colorArray[i][0],
                                      colorArray[i][1],
                                      colorArray[i][2],
                                      colorArray[i][3]);
}

Tile::Tile(const QVector3D &loc)
    : location(loc)
    , start(0)
    , count(0)
    , useFlatColor(false)
    , geom(0)
{
    qSetColor(faceColor, QColor(Qt::darkGray));
}

void Tile::setColors(GLfloat colorArray[4][4])
{
    useFlatColor = true;
    geom->setColors(start, colorArray);
}

static inline void qMultMatrix(const QMatrix4x4 &mat)
{
    if (sizeof(qreal) == sizeof(GLfloat))
        glMultMatrixf((GLfloat*)mat.constData());
#ifndef QT_OPENGL_ES
    else if (sizeof(qreal) == sizeof(GLdouble))
        glMultMatrixd((GLdouble*)mat.constData());
#endif
    else
    {
        GLfloat fmat[16];
        qreal const *r = mat.constData();
        for (int i = 0; i < 16; ++i)
            fmat[i] = r[i];
        glMultMatrixf(fmat);
    }
}

void Tile::draw() const
{
    QMatrix4x4 mat;
    mat.translate(location);
    mat.rotate(orientation);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    qMultMatrix(mat);
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
    glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, geom->indices() + start);
    glPopMatrix();
}

TileBuilder::TileBuilder(Geometry *g, qreal depth, qreal size)
    : verts(4)
    , tex(4)
    , start(g->count())
    , count(0)
    , geom(g)
{
    // front face - make a square with bottom-left at origin
    verts[br].setX(size);
    verts[tr].setX(size);
    verts[tr].setY(size);
    verts[tl].setY(size);

    // these vert numbers are good for the tex-coords
    for (int i = 0; i < 4; ++i)
        tex[i] = verts[i].toVector2D();

    // now move verts half cube width across so cube is centered on origin
    for (int i = 0; i < 4; ++i)
        verts[i] -= QVector3D(size / 2.0f, size / 2.0f, -depth);

    // add the front face
    g->addQuad(verts[bl], verts[br], verts[tr], verts[tl], tex);

    count = g->count() - start;
}

void TileBuilder::initialize(Tile *tile) const
{
    tile->start = start;
    tile->count = count;
    tile->geom = geom;
    qSetColor(tile->faceColor, color);
}

Tile *TileBuilder::newTile(const QVector3D &loc) const
{
    Tile *tile = new Tile(loc);
    initialize(tile);
    return tile;
}

Cube::Cube(const QVector3D &loc)
    : Tile(loc)
    , rot(0.0f)
    , r(0)
    , animGroup(0)
{
}

Cube::~Cube()
{
}

void Cube::setAltitude(qreal a)
{
    if (location.y() != a)
    {
        location.setY(a);
        emit changed();
    }
}

void Cube::setRange(qreal r)
{
    if (location.x() != r)
    {
        location.setX(r);
        emit changed();
    }
}

void Cube::setRotation(qreal r)
{
    if (r != rot)
    {
        orientation = QQuaternion::fromAxisAndAngle(QVector3D(1.0f, 1.0f, 1.0f), r);
        emit changed();
    }
}

void Cube::removeBounce()
{
    delete animGroup;
    animGroup = 0;
    delete r;
    r = 0;
}

void Cube::startAnimation()
{
    if (r)
    {
        r->start();
        r->setCurrentTime(startx);
    }
    if (animGroup)
        animGroup->start();
    if (rtn)
        rtn->start();
}

void Cube::setAnimationPaused(bool paused)
{
    if (paused)
    {
        if (r)
            r->pause();
        if (animGroup)
            animGroup->pause();
        if (rtn)
            rtn->pause();
    }
    else
    {
        if (r)
            r->resume();
        if (animGroup)
            animGroup->resume();
        if (rtn)
            rtn->resume();
    }
}

CubeBuilder::CubeBuilder(Geometry *g, qreal depth, qreal size)
    : TileBuilder(g, depth)
    , ix(0)
{
    for (int i = 0; i < 4; ++i)
        verts[i].setZ(size / 2.0f);
    // back face - "extrude" verts down
    QVector<QVector3D> back(verts);
    for (int i = 0; i < 4; ++i)
        back[i].setZ(-size / 2.0f);

    // add the back face
    g->addQuad(back[br], back[bl], back[tl], back[tr], tex);

    // add the sides
    g->addQuad(back[bl], back[br], verts[br], verts[bl], tex);
    g->addQuad(back[br], back[tr], verts[tr], verts[br], tex);
    g->addQuad(back[tr], back[tl], verts[tl], verts[tr], tex);
    g->addQuad(back[tl], back[bl], verts[bl], verts[tl], tex);

    count = g->count() - start;
}

Cube *CubeBuilder::newCube(const QVector3D &loc) const
{
    Cube *c = new Cube(loc);
    initialize(c);
    qreal d = 4000.0f;
    qreal d3 = d / 3.0f;
    // Animate movement from left to right
    c->r = new QPropertyAnimation(c, "range");
    c->r->setStartValue(-1.3f);
    c->r->setEndValue(1.3f);
    c->startx = ix * d3 * 3.0f;
    c->r->setDuration(d * 4.0f);
    c->r->setLoopCount(-1);
    c->r->setEasingCurve(QEasingCurve(QEasingCurve::CosineCurve));

    c->animGroup = new QSequentialAnimationGroup(c);

    // Animate movement from bottom to top
    QPropertyAnimation *a_up = new QPropertyAnimation(c, "altitude", c->animGroup);
    a_up->setEndValue(loc.y());
    a_up->setStartValue(loc.y() + amplitudes[ix]);
    a_up->setDuration(d / speeds[ix]);
    a_up->setLoopCount(1);
    a_up->setEasingCurve(QEasingCurve(QEasingCurve::InQuad));

    // Animate movement from top to bottom
    QPropertyAnimation *a_down = new QPropertyAnimation(c, "altitude", c->animGroup);
    a_down->setEndValue(loc.y() + amplitudes[ix]);
    a_down->setStartValue(loc.y());
    a_down->setDuration(d / speeds[ix]);
    a_down->setLoopCount(1);
    a_down->setEasingCurve(QEasingCurve(QEasingCurve::OutQuad));

    c->animGroup->addAnimation(a_up);
    c->animGroup->addAnimation(a_down);
    c->animGroup->setLoopCount(-1);

    // Animate rotation
    c->rtn = new QPropertyAnimation(c, "rotation");
    c->rtn->setStartValue(c->rot);
    c->rtn->setEndValue(359.0f);
    c->rtn->setDuration(d * 2.0f);
    c->rtn->setLoopCount(-1);
    c->rtn->setDuration(d / 2);
    ix = (ix + 1) % 3;
    return c;
}

© 2016 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.