267 lines
8.7 KiB
C++
267 lines
8.7 KiB
C++
/*
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QGLView
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Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
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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 3 of the License, or
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(at your option) any later version.
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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 for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "object_editor.h"
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#include "ui_object_editor.h"
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#include "qglview.h"
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#include <spinslider.h>
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#include <scroll_spin_box.h>
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ObjectEditor::ObjectEditor(QWidget * parent): QWidget(parent) {
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ui = new Ui::ObjectEditor();
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ui->setupUi(this);
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view = 0;
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active = true;
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ignore_next = false;
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on_comboLightType_currentIndexChanged(0);
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ui->widgetMain->setEnabled(false);
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ui->labelAimDist->hide();
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ui->spinAimDist->hide();
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QObjectList ol;
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ol << ui->spinPosX << ui->spinPosY << ui->spinPosZ <<
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ui->spinRotationX << ui->spinRotationY << ui->spinRotationZ <<
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ui->spinScaleX << ui->spinScaleY << ui->spinScaleZ;
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foreach (QObject * o, ol)
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connect(o, SIGNAL(valueChanged(double)), this, SLOT(spinChanged(double)));
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ol.clear();
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ol << ui->spinLightIntensity << ui->spinLightDecayConst << ui->spinLightDecayLinear <<
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ui->spinLightDecayQuadratic << ui->spinLightAngleStart << ui->spinLightAngleEnd <<
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ui->spinAimDist;
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foreach (QObject * o, ol)
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connect(o, SIGNAL(valueChanged(double)), this, SLOT(spinLightChanged(double)));
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ol.clear();
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ol << ui->spinCameraFOV << ui->spinCameraDepthStart << ui->spinAimDist;
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foreach (QObject * o, ol)
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connect(o, SIGNAL(valueChanged(double)), this, SLOT(spinCameraChanged(double)));
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ol.clear();
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ol << ui->checkVisible << ui->checkCastShadows << ui->checkReceiveShadows <<
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ui->checkAcceptLight << ui->checkAcceptFog <<
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ui->checkCameraMirrorX << ui->checkCameraMirrorY;
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foreach (QObject * o, ol)
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connect(o, SIGNAL(toggled(bool)), this, SLOT(checkChanged(bool)));
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}
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void ObjectEditor::assignQGLView(QGLView * v) {
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view = v;
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connect(view, SIGNAL(selectionChanged()), this, SLOT(selectionChanged()));
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connect(view, SIGNAL(objectsPositionChanged()), this, SLOT(selectionChanged()));
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connect(view->scene(), SIGNAL(treeChanged()), this, SLOT(selectionChanged()));
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selectionChanged();
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}
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void ObjectEditor::changeEvent(QEvent * e) {
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QWidget::changeEvent(e);
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switch (e->type()) {
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case QEvent::LanguageChange:
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ui->retranslateUi(this);
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break;
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default:
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break;
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}
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}
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void ObjectEditor::selectionChanged() {
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if (ignore_next) {
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ignore_next = false;
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return;
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}
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ui->widgetMain->setEnabled(false);
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if (!view) return;
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ObjectBaseList sol = view->selectedObjects(true);
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if (sol.isEmpty()) {
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ui->labelTitle->setText(tr("[No selected]"));
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return;
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}
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ui->widgetMain->setEnabled(true);
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if (sol.size() == 1) {
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setObject(sol[0]);
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return;
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}
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bool hl = !view->selectedLights().isEmpty(), hc = !view->selectedCameras().isEmpty();
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ui->groupLight ->setVisible(hl);
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ui->groupCamera ->setVisible(hc);
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ui->labelAimDist->setVisible(hl || hc);
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ui->spinAimDist ->setVisible(hl || hc);
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ui->labelTitle->setText(tr("[%1 objects]").arg(sol.size()));
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}
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void ObjectEditor::setObject(ObjectBase * o) {
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active = false;
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ui->labelTitle->setText(o->name());
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ui->spinPosX->setValue(o->posX());
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ui->spinPosY->setValue(o->posY());
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ui->spinPosZ->setValue(o->posZ());
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ui->spinRotationX->setValue(o->rotationX());
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ui->spinRotationY->setValue(o->rotationY());
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ui->spinRotationZ->setValue(o->rotationZ());
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ui->spinScaleX->setValue(o->scaleX());
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ui->spinScaleY->setValue(o->scaleY());
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ui->spinScaleZ->setValue(o->scaleZ());
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ui->checkVisible->setChecked(o->isVisible());
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ui->checkAcceptLight->setChecked(o->isAcceptLight());
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ui->checkAcceptFog->setChecked(o->isAcceptFog());
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ui->checkCastShadows->setChecked(o->isCastShadows());
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ui->checkReceiveShadows->setChecked(o->isReceiveShadows());
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ui->buttonColor->setColor(o->color());
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bool is_l = o->type() == ObjectBase::glLight;
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bool is_c = o->type() == ObjectBase::glCamera;
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ui->labelAimDist->setVisible(is_l || is_c);
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ui->spinAimDist ->setVisible(is_l || is_c);
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ui->groupLight ->setVisible(is_l);
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ui->groupCamera ->setVisible(is_c);
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if (is_l) {
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Light * l = globject_cast<Light * >(o);
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//bool is_dir = l->light_type == Light::Directional, is_cone = l->light_type == Light::Cone;
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ui->comboLightType->setCurrentIndex(l->light_type);
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ui->spinLightIntensity->setValue(l->intensity);
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ui->spinLightDecayConst->setValue(l->decay_const);
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ui->spinLightDecayLinear->setValue(l->decay_linear);
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ui->spinLightDecayQuadratic->setValue(l->decay_quadratic);
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ui->spinLightAngleStart->setValue(l->angle_start);
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ui->spinLightAngleEnd->setValue(l->angle_end);
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ui->spinAimDist->setValue(l->distance());
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on_comboLightType_currentIndexChanged(ui->comboLightType->currentIndex());
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}
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if (is_c) {
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Camera * c = globject_cast<Camera * >(o);
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ui->checkCameraMirrorX->setChecked(c->isMirrorX());
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ui->checkCameraMirrorY->setChecked(c->isMirrorY());
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ui->spinCameraFOV->setValue(c->FOV());
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ui->spinCameraDepthStart->setValue(c->depthStart());
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ui->spinAimDist->setValue(c->distance());
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}
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active = true;
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}
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void ObjectEditor::on_spinLightAngleStart_valueChanged(double v) {
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if (ui->spinLightAngleEnd->value() < v)
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ui->spinLightAngleEnd->setValue(v);
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}
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void ObjectEditor::on_spinLightAngleEnd_valueChanged(double v) {
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if (ui->spinLightAngleStart->value() > v)
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ui->spinLightAngleStart->setValue(v);
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}
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void ObjectEditor::on_comboLightType_currentIndexChanged(int index) {
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bool ang = (index == Light::Cone);
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ui->labelLightAngle ->setVisible(ang);
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ui->labelLightAngleDash->setVisible(ang);
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ui->spinLightAngleStart->setVisible(ang);
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ui->spinLightAngleEnd ->setVisible(ang);
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if (!view || !active) return;
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QList<Light*> sll = view->selectedLights();
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foreach (Light * o, sll) {
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o->light_type = (Light::Type)index;
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o->apply();
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}
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}
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void ObjectEditor::on_buttonColor_colorChanged(const QColor & v) {
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if (!view || !active) return;
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ObjectBaseList sol = view->selectedObjects();
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foreach (ObjectBase * o, sol)
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o->setColor(v);
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QList<Light*> sll = view->selectedLights();
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foreach (Light * o, sll)
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o->apply();
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}
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void ObjectEditor::spinChanged(double v) {
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if (!view || !active) return;
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ObjectBaseList sol = view->selectedObjects(true);
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QObject * s = sender();
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foreach (ObjectBase * o, sol) {
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if (s == ui->spinPosX ) o->setPosX (v);
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if (s == ui->spinPosY ) o->setPosY (v);
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if (s == ui->spinPosZ ) o->setPosZ (v);
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if (s == ui->spinRotationX) o->setRotationX(v);
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if (s == ui->spinRotationY) o->setRotationY(v);
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if (s == ui->spinRotationZ) o->setRotationZ(v);
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if (s == ui->spinScaleX ) o->setScaleX (v);
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if (s == ui->spinScaleY ) o->setScaleY (v);
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if (s == ui->spinScaleZ ) o->setScaleZ (v);
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}
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ignore_next = true;
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}
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void ObjectEditor::spinLightChanged(double v) {
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if (!view || !active) return;
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QList<Light*> sll = view->selectedLights();
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QObject * s = sender();
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foreach (Light * o, sll) {
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if (s == ui->spinLightIntensity ) o->intensity = v;
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if (s == ui->spinLightDecayConst ) o->decay_const = v;
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if (s == ui->spinLightDecayLinear ) o->decay_linear = v;
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if (s == ui->spinLightDecayQuadratic) o->decay_quadratic = v;
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if (s == ui->spinLightAngleStart ) o->angle_start = v;
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if (s == ui->spinLightAngleEnd ) o->angle_end = v;
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if (s == ui->spinAimDist ) o->setDistance(v);
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o->apply();
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}
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ignore_next = true;
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}
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void ObjectEditor::spinCameraChanged(double v) {
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if (!view || !active) return;
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QList<Camera*> scl = view->selectedCameras();
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QObject * s = sender();
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foreach (Camera * o, scl) {
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if (s == ui->spinCameraFOV ) o->setFOV (v);
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if (s == ui->spinCameraDepthStart) o->setDepthStart(v);
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if (s == ui->spinAimDist ) o->setDistance(v);
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}
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ignore_next = true;
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}
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void ObjectEditor::checkChanged(bool v) {
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if (!view || !active) return;
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ObjectBaseList sol = view->selectedObjects();
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QList<Camera*> scl = view->selectedCameras();
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QObject * s = sender();
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foreach (ObjectBase * o, sol) {
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if (s == ui->checkVisible ) o->setVisible (v);
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if (s == ui->checkCastShadows ) o->setCastShadows (v);
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if (s == ui->checkReceiveShadows) o->setReceiveShadows(v);
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if (s == ui->checkAcceptLight ) o->setAcceptLight (v);
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if (s == ui->checkAcceptFog ) o->setAcceptFog (v);
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}
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foreach (Camera * o, scl) {
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if (s == ui->checkCameraMirrorX ) o->setMirrorX(v);
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if (s == ui->checkCameraMirrorY ) o->setMirrorY(v);
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}
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}
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