Beispiel #1
0
coordinates::coordinates( float size, float thickness ):
    m_node( new QGLSceneNode() )
{
    QGLBuilder builder;
    builder << QGLCylinder( thickness, thickness, size, 12 );
    QGLSceneNode* cylinder = builder.finalizedSceneNode();
    cylinder->setPosition( QVector3D( 0, 0, 0.5 * size ) );
    cylinder->setEffect( QGL::LitMaterial );

    QGLBuilder arrowBuilder;
    arrowBuilder << QGLCylinder( 0.01, 2 * thickness, size / 3, 12 );
    QGLSceneNode* arrow = arrowBuilder.finalizedSceneNode();
    arrow->setPosition( QVector3D( 0, 0, size ) );
    arrow->setEffect( QGL::LitMaterial );
    
    
    QGLSceneNode* x = new QGLSceneNode( m_node );
    x->addNode(cylinder);
    QMatrix4x4 matrix;
    QQuaternion q = QQuaternion::fromAxisAndAngle(0.0f, 1.0f, 0.0f, 90.0f);
    matrix.rotate( q );
    x->setLocalTransform( matrix );
    QGLSceneNode* xArrow = new QGLSceneNode( m_node );
    xArrow->addNode( arrow );
    xArrow->setLocalTransform( matrix );
    QGLMaterial* xMaterial = new QGLMaterial;
    xMaterial->setDiffuseColor( QColor( 255, 0, 0, 128 ) );
    x->setMaterial( xMaterial );
    xArrow->setMaterial( xMaterial );
    
    QGLSceneNode* y = new QGLSceneNode( m_node );
    y->addNode(cylinder);
    q = QQuaternion::fromAxisAndAngle(1.0f, 0.0f, 0.0f, -90.0f);
    matrix.rotate( q );
    y->setLocalTransform( matrix );
    QGLSceneNode* yArrow = new QGLSceneNode( m_node );
    yArrow->addNode( arrow );
    yArrow->setLocalTransform( matrix );
    QGLMaterial* yMaterial = new QGLMaterial;
    yMaterial->setDiffuseColor(Qt::green);
    y->setMaterial( yMaterial );
    QGLMaterial* yArrowMaterial = new QGLMaterial;
    yArrowMaterial->setDiffuseColor( QColor( 0, 255, 0, 128 ) );
    yArrow->setMaterial( yArrowMaterial );
    
    QGLSceneNode* z = new QGLSceneNode( m_node );
    z->addNode(cylinder);
    QGLSceneNode* zArrow = new QGLSceneNode( m_node );
    zArrow->addNode( arrow );
    QGLMaterial* zMaterial = new QGLMaterial;
    zMaterial->setDiffuseColor(Qt::blue);
    z->setMaterial( zMaterial );
    QGLMaterial* zArrowMaterial = new QGLMaterial;
    zArrowMaterial->setDiffuseColor( QColor( 0, 0, 255, 128 ) );
    zArrow->setMaterial( zArrowMaterial );
}
Beispiel #2
0
  cylinder3d::cylinder3d(float x_, float y_, float z_, float length,
			 float top_radius_, float base_radius_, float a1_,
			 float a2_, int r, int g, int b, int a,
			 bool tops_)
    : x(x_), y(y_), z(z_), a1(a1_), a2(a2_), top_radius(top_radius_),
      base_radius(base_radius_), tops(tops_), node(NULL), col(r, g, b, a) {
    QGLBuilder builder;
    builder << QGLCylinder(top_radius * 2, base_radius * 2, length,
			   10, 3, tops, tops);
    node = builder.finalizedSceneNode();
    //EDEBUG("win3d added: " << describe());
  }
CylinderView::CylinderView(QWindow *parent)
    : QGLView(parent)
{
    QGLBuilder builder;
    // Evil hack: it is not possible to just call glClearColor on any device
    // but it is possible to have a huge, dark SkyBox. Without this hack the
    // cylinder floats over a transparent background, displaying the contents
    // of the last app
    builder << QGL::Smooth << QGLCube(1000.0f);


    // Add the cylinder
    builder << QGL::Smooth << QGLCylinder(2.0, 1.5, 2.0, 36, 3, true, true);

    QGLMaterial *matLid = new QGLMaterial;
    matLid->setAmbientColor(Qt::gray);
    matLid->setDiffuseColor(Qt::gray);
    QUrl urlLid;
    urlLid.setPath(QLatin1String(":/latte.png"));
    urlLid.setScheme(QLatin1String("file"));
    matLid->setTextureUrl(urlLid);

    QGLMaterial *matSides = new QGLMaterial;
    matSides->setColor(QColor(170, 202, 0));
    QUrl urlSides;
    urlSides.setPath(QLatin1String(":/cupTexture.png"));
    urlSides.setScheme(QLatin1String("file"));
    matSides->setTextureUrl(urlSides);

    QGLSceneNode *root = builder.sceneNode();

    QGLSceneNode *lid = root->findChild<QGLSceneNode *>("Cylinder Top");
    int lidMat = root->palette()->addMaterial(matLid);
    lid->setMaterialIndex(lidMat);
    lid->setEffect(QGL::LitDecalTexture2D);

    QGLSceneNode *sides = root->findChild<QGLSceneNode *>("Cylinder Sides");
    int sideMat = root->palette()->addMaterial(matSides);
    sides->setMaterialIndex(sideMat);
    sides->setEffect(QGL::LitDecalTexture2D);

    cylinder = builder.finalizedSceneNode();

    QGLMaterial *mat = new QGLMaterial;
    mat->setAmbientColor(Qt::gray);
    mat->setDiffuseColor(Qt::gray);
    cylinder->setMaterial(mat);
    cylinder->setEffect(QGL::LitMaterial);
}
Beispiel #4
0
QGLSceneNode *Tank::tankObject()
{
#ifndef QT_NO_DEBUG
    // NOT THREADSAFE, NOT RE-ENTRANT
    Q_ASSERT(QThread::currentThread() == qApp->thread());
#endif
    static QGLSceneNode *theTank = 0;
    if (!theTank)
    {
        QGLBuilder build;
        build << QGLCylinder(1.0f, 1.0f, 1.0f, 32);
        theTank = build.finalizedSceneNode();
        theTank->setObjectName("Tank Component");
        QGraphicsRotation3D *rot = new QGraphicsRotation3D(theTank);
        rot->setAxis(QVector3D(1, 0, 0));
        rot->setAngle(-90.0f);
        theTank->addTransform(rot);
        theTank->setY(-theTank->boundingBox().minimum().y());
    }
    return theTank;
}
Beispiel #5
0
/*!
    \internal
*/
void CapsuleMesh::createGeometry(bool bForce)
{
    // Create a new geometry node for this level of detail if necessary.
    QGLSceneNode *geometry = 0;
    QMap<int, QGLSceneNode *>::iterator It = d->lodGeometry.find(d->lod);
    if (It != d->lodGeometry.end())
        geometry = *It;
    if (geometry && bForce) {
        if (d->currentCapsule)
            d->topNode->removeNode(d->currentCapsule);
        d->currentCapsule = 0;
        d->lodGeometry.erase(It);
        geometry->setParent(0);
        delete geometry;
        geometry = 0;
    }
    if (!geometry) {
        QGLBuilder builder;

        // For the cylinder
        int facets = 4 * (1 << d->lod);
        int layers =     (1 << d->lod) - 1;

        // For the spheres
        int divisions = d->lod;

        // Sanity check - the height of the capsule must not be less than its
        // diameter.  A minimal capsule is a sphere - where diameter == height.
        if (d->length < 2.0f * d->radius)
        {
            qWarning() << "Length of capsule must exceed its diameter"
                          << " - correcting length.";
            d->length = 2.0f * d->radius;
        }

        float diameter = d->radius+d->radius;
        float cylinderHeight = d->length - diameter;
        float offset = cylinderHeight/2.0f;

        builder << QGL::Faceted;
        QGLSceneNode *s = 0;
        s = builder.newNode();
        s->setObjectName(QLatin1String("Cylinder"));
        builder << QGLCylinder(diameter, diameter, cylinderHeight,
                               facets, layers, false, false);

        s = builder.newNode();
        s->setObjectName(QLatin1String("LeftEndCap"));
        builder << QGLDome(diameter, divisions, false);
        QMatrix4x4 translateMatrix;
        translateMatrix.setToIdentity();
        translateMatrix.rotate(180.0f, 0.0f, 1.0f, 0.0f);
        translateMatrix.translate(0.0f, 0.0f, offset);
        builder.currentNode()->setLocalTransform(translateMatrix);

        s = builder.newNode();
        s->setObjectName(QLatin1String("RightEndCap"));
        builder << QGLDome(diameter, divisions, false);
        translateMatrix.setToIdentity();
        translateMatrix.translate(0.0f, 0.0f, offset);
        builder.currentNode()->setLocalTransform(translateMatrix);

        geometry = builder.finalizedSceneNode();
        geometry->setParent(this);

        d->lodGeometry.insert(d->lod, geometry);
    }
    Q_ASSERT_X(geometry != 0, Q_FUNC_INFO, "Could not create/find geometry!");
    if (d->currentCapsule != geometry)
    {
        if (d->currentCapsule)
            d->topNode->removeNode(d->currentCapsule);
        d->topNode->addNode(geometry);
        d->currentCapsule = geometry;
    }

    if (!d->sceneSet)
    {
        setScene(new CapsuleScene(d->topNode));
        d->sceneSet = true;
    }
}