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qad/qglengine/glprimitives.cpp

264 lines
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/*
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 <http://www.gnu.org/licenses/>.
*/
#include "glprimitives.h"
#include "glmesh.h"
Mesh * Primitive::plane(float width, float length) {
Mesh * ret = new Mesh();
QVector<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector2D> & 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<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector2D> & 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<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector2D> & 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<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector2D> & 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<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector2D> & 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<QVector3D> & v(ret->vertices ());
QVector<QVector3D> & n(ret->normals ());
QVector<QVector2D> & 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;
}