/* QGLView Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "glprimitives.h" #include "glmesh.h" Mesh * Primitive::plane(float width, float length) { Mesh * ret = new Mesh(); QVector & v(ret->vertices ()); QVector & n(ret->normals ()); QVector & t(ret->texcoords()); QVector< Vector3i> & i(ret->indices ()); float hw = width / 2.f, hl = length / 2.f; for (int j = 0; j < 4; ++j) n << QVector3D(0., 0., 1.); t << QVector2D(0., 0.) << QVector2D(0., 1.) << QVector2D(1., 1.) << QVector2D(1., 0.); v << QVector3D(-hw, -hl, 0.) << QVector3D(-hw, hl, 0.) << QVector3D(hw, hl, 0.) << QVector3D(hw, -hl, 0.); i << Vector3i(0, 2, 1) << Vector3i(0, 3, 2); return ret; } Mesh * Primitive::cube(float width, float length, float height) { Mesh * ret = new Mesh(); QVector3D scale(width, length, height); QVector & v(ret->vertices ()); QVector & n(ret->normals ()); QVector & t(ret->texcoords()); QVector< Vector3i> & i(ret->indices ()); float hs = 0.5f; int si = 0; QMatrix4x4 mat; si = v.size(); for (int j = 0; j < 4; ++j) n << QVector3D(0., -1., 0.); t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.); v << QVector3D(-hs, -hs, -hs) << QVector3D(hs, -hs, -hs) << QVector3D(hs, -hs, hs) << QVector3D(-hs, -hs, hs); i << Vector3i(si + 0, si + 1, si + 2) << Vector3i(si + 0, si + 2, si + 3); for (int r = 0; r < 3; ++r) { si = v.size(); mat.rotate(90., 0., 0., 1.); QVector3D cn = mat.map(n[0]); for (int j = 0; j < 4; ++j) { n << cn; v << mat.map(QVector4D(v[j])).toVector3D(); } t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.); i << Vector3i(si + 0, si + 1, si + 2) << Vector3i(si + 0, si + 2, si + 3); } mat.setToIdentity(); mat.rotate(90., 1., 0.,0.); for (int r = 0; r < 2; ++r) { si = v.size(); mat.rotate(180., 1., 0.,0.); QVector3D cn = mat.map(n[0]); for (int j = 0; j < 4; ++j) { n << cn; v << mat.map(QVector4D(v[j])).toVector3D(); } t << QVector2D(0., 0.) << QVector2D(1., 0.) << QVector2D(1., 1.) << QVector2D(0., 1.); i << Vector3i(si + 0, si + 1, si + 2) << Vector3i(si + 0, si + 2, si + 3); } for (int i = 0; i < v.size(); ++i) v[i] *= scale; return ret; } Mesh * Primitive::ellipsoid(int segments_wl, int segments_h, float width, float length, float height) { Mesh * ret = new Mesh(); QVector & v(ret->vertices ()); QVector & n(ret->normals ()); QVector & t(ret->texcoords()); QVector< Vector3i> & ind(ret->indices()); double hh = height / 2.f; int hseg = segments_h + 1, wlseg = segments_wl + 1; double crw, crl, a, ch, twl; QVector3D cp; for (int i = 0; i <= hseg; i++) { ch = -cos((double)i / hseg * M_PI); cp.setZ(ch * hh); twl = sqrt(1. - ch * ch) / 2.; crw = twl * width; crl = twl * length; int cvcnt = wlseg * 2; for (int j = 0; j < cvcnt; j++) { a = (double)j / (cvcnt - 1) * M_2PI; cp.setX(crl * cos(a)); cp.setY(crw * sin(a)); v << cp; t << QVector2D((double)j / (cvcnt - 1), ch/2.f + 0.5f); int si = v.size() - 1; if (j > 0 && i > 0) { ind << Vector3i(si - cvcnt - 1, si, si - 1); ind << Vector3i(si - cvcnt, si, si - cvcnt - 1); } } } n.resize(v.size()); for (int i = 0; i < v.size(); i++) n[i] = v[i].normalized(); return ret; } Mesh * Primitive::disc(int segments, float width, float length, bool up) { Mesh * ret = new Mesh(); QVector & v(ret->vertices ()); QVector & n(ret->normals ()); QVector & t(ret->texcoords()); QVector< Vector3i> & ind(ret->indices()); segments = qMax(segments + 1, 4); QVector3D cp; v << QVector3D(); t << QVector2D(0.5f, 0.5f); for (int i = 0; i < segments; i++) { double a = (double)i / (segments - 1) * M_2PI; cp.setX(length / 2. * cos(a)); cp.setY(width / 2. * sin(a)); v << cp; t << QVector2D(cp.x() / width + 0.5f, cp.y() / length + 0.5f); int si = v.size() - 1; if (i > 0) { if (up) ind << Vector3i(si - 1, si, 0); else ind << Vector3i(si, si - 1, 0); } } n.resize(v.size()); for (int i = 0; i < v.size(); i++) n[i] = QVector3D(0, 0, up ? 1 : -1); return ret; } QVector3D coneNormal(double rx, double ry, double height, double ang) { QVector3D norm; norm.setX(rx * cos(ang)); norm.setY(ry * sin(ang)); norm.setZ(0.); double rl = norm.length(); double ca = atan2(rl, height); norm *= cos(ca); norm.setZ(norm.length() * tan(ca)); return norm.normalized(); } Mesh * Primitive::cone(int segments, float width, float length, float height) { Mesh * ret = new Mesh(); QVector & v(ret->vertices ()); QVector & n(ret->normals ()); QVector & t(ret->texcoords()); QVector< Vector3i> & ind(ret->indices()); int seg = qMax(segments + 1, 4); double rx = width / 2., ry = length / 2.; QVector3D cp; for (int i = 0; i < seg; i++) { double a = (double)i / (seg - 1) * M_2PI; cp.setX(ry * cos(a)); cp.setY(rx * sin(a)); if (i > 0) { v << QVector3D(0, 0, height); t << QVector2D((double)(i - 1) / (seg - 1), 1.f); double ta = ((double)i - 0.5) / (seg - 1) * M_2PI; n << coneNormal(rx, ry, height, ta); } v << cp; t << QVector2D((double)i / (seg - 1), 0.f); n << coneNormal(rx, ry, height, a); int si = v.size() - 1; if (i > 0) ind << Vector3i(si - 1, si - 2, si); } Mesh * cap = Primitive::disc(segments, width, length, false); ret->append(cap); delete cap; return ret; } Mesh * Primitive::cylinder(int segments, float width, float length, float height) { Mesh * ret = new Mesh(); QVector & v(ret->vertices ()); QVector & n(ret->normals ()); QVector & t(ret->texcoords()); QVector< Vector3i> & ind(ret->indices()); int seg = qMax(segments + 1, 4); double rx = width / 2., ry = length / 2.; QVector3D cp, norm; for (int i = 0; i < seg; i++) { double a = (double)i / (seg - 1) * M_2PI; cp.setX(ry * cos(a)); cp.setY(rx * sin(a)); cp.setZ(0.); norm = cp.normalized(); v << cp; cp.setZ(height); v << cp; t << QVector2D((double)i / (seg - 1), 0.f); t << QVector2D((double)i / (seg - 1), 1.f); n << norm; n << norm; int si = v.size() - 1; if (i > 0) { ind << Vector3i(si - 2, si - 1, si); ind << Vector3i(si - 1, si - 2, si - 3); } } Mesh * cap = Primitive::disc(segments, width, length, false); ret->append(cap); delete cap; cap = Primitive::disc(segments, width, length, true); cap->translatePoints(QVector3D(0., 0., height)); ret->append(cap); delete cap; return ret; } Mesh * Primitive::arrow(int segments, float thick, float angle) { double cone_d = 3. * thick; double cone_h = cone_d / tan(angle * deg2rad); Mesh * ret = new Mesh(); Mesh * m = Primitive::cylinder(segments, thick, thick, 1. - cone_h); ret->append(m); delete m; m = Primitive::cone(segments, cone_d, cone_d, cone_h); m->translatePoints(QVector3D(0., 0., 1. - cone_h)); ret->append(m); delete m; return ret; }