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qad/qglview/globject_editor.cpp

178 lines
6.8 KiB
C++

/*
QGLView
Copyright (C) 2020 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 "globject_editor.h"
#include "ui_globject_editor.h"
#include "glcamera.h"
GLObjectEditor::GLObjectEditor(QWidget * parent): QWidget(parent) {
ui = new Ui::GLObjectEditor();
ui->setupUi(this);
active = true;
object = 0;
rmodes << GLObjectBase::View << GLObjectBase::Point << GLObjectBase::Line << GLObjectBase::Fill;
ui->groupLight->setEnabled(false);
ui->groupLight->setVisible(false);
ui->groupCamera->setEnabled(false);
ui->groupCamera->setVisible(false);
}
void GLObjectEditor::changeEvent(QEvent * e) {
return;
QWidget::changeEvent(e);
switch (e->type()) {
case QEvent::LanguageChange:
ui->retranslateUi(this);
break;
default:
break;
}
}
void GLObjectEditor::setObject(GLObjectBase * o) {
object = o;
if (object == 0) {
ui->groupLight->setEnabled(false);
ui->groupLight->setVisible(false);
ui->groupCamera->setEnabled(false);
ui->groupCamera->setVisible(false);
return;
}
ui->buttonDiscardRawMatrix->setEnabled(o->isRawMatrix());
active = false;
ui->spinPosX->setValue(object->posX());
ui->spinPosY->setValue(object->posY());
ui->spinPosZ->setValue(object->posZ());
ui->spinRotationX->setValue(object->rotationX());
ui->spinRotationY->setValue(object->rotationY());
ui->spinRotationZ->setValue(object->rotationZ());
ui->spinScaleX->setValue(object->scaleX());
ui->spinScaleY->setValue(object->scaleY());
ui->spinScaleZ->setValue(object->scaleZ());
ui->spinLineWidth->setValue(object->lineWidth());
ui->checkVisible->setChecked(object->isVisible());
ui->checkAcceptLight->setChecked(object->isAcceptLight());
ui->checkAcceptFog->setChecked(object->isAcceptFog());
ui->checkCastShadows->setChecked(object->isCastShadows());
ui->checkReceiveShadows->setChecked(object->isReceiveShadows());
ui->comboRenderMode->setCurrentIndex(rmodes.indexOf(object->renderMode()));
ui->groupLight->setEnabled(object->type() == GLObjectBase::glLight);
ui->groupLight->setVisible(object->type() == GLObjectBase::glLight);
if (object->type() == GLObjectBase::glLight) {
Light * l = globject_cast<Light * >(object);
//bool is_dir = l->light_type == Light::Directional, is_cone = l->light_type == Light::Cone;
ui->buttonLightColor->setColor(l->color());
ui->comboLightType->setCurrentIndex(l->light_type);
ui->spinLightIntensity->setValue(l->intensity);
ui->spinLightDecayConst->setValue(l->decay_const);
ui->spinLightDecayLinear->setValue(l->decay_linear);
ui->spinLightDecayQuadratic->setValue(l->decay_quadratic);
ui->spinLightAngleStart->setValue(l->angle_start);
ui->spinLightAngleEnd->setValue(l->angle_end);
ui->spinLightDirectionX->setValue(l->direction.x());
ui->spinLightDirectionY->setValue(l->direction.y());
ui->spinLightDirectionZ->setValue(l->direction.z());
}
ui->groupCamera->setEnabled(object->type() == GLObjectBase::glCamera);
ui->groupCamera->setVisible(object->type() == GLObjectBase::glCamera);
if (object->type() == GLObjectBase::glCamera) {
Camera * c = globject_cast<Camera * >(object);
ui->checkCameraMirrorX->setChecked(c->isMirrorX());
ui->checkCameraMirrorY->setChecked(c->isMirrorY());
ui->spinCameraFOV->setValue(c->FOV());
ui->spinCameraDepthStart->setValue(c->depthStart());
ui->spinCameraDepthEnd->setValue(c->depthEnd());
}
active = true;
}
void GLObjectEditor::objectChanged() {
if (!active || object == 0) return;
if (!object->isRawMatrix()) {
object->setPosX(ui->spinPosX->value());
object->setPosY(ui->spinPosY->value());
object->setPosZ(ui->spinPosZ->value());
object->setRotationX(ui->spinRotationX->value());
object->setRotationY(ui->spinRotationY->value());
object->setRotationZ(ui->spinRotationZ->value());
object->setScaleX(ui->spinScaleX->value());
object->setScaleY(ui->spinScaleY->value());
object->setScaleZ(ui->spinScaleZ->value());
}
object->setLineWidth(ui->spinLineWidth->value());
object->setVisible(ui->checkVisible->isChecked());
object->setAcceptLight(ui->checkAcceptLight->isChecked());
object->setAcceptFog(ui->checkAcceptFog->isChecked());
object->setCastShadows(ui->checkCastShadows->isChecked());
object->setReceiveShadows(ui->checkReceiveShadows->isChecked());
object->setRenderMode((GLObjectBase::RenderMode)rmodes[ui->comboRenderMode->currentIndex()]);
if (object->type() == GLObjectBase::glLight) {
Light * l = globject_cast<Light * >(object);
//bool is_dir = l->light_type == Light::Directional, is_cone = l->light_type == Light::Cone;
l->setColor(ui->buttonLightColor->color());
l->light_type = (Light::Type)ui->comboLightType->currentIndex();
l->intensity = ui->spinLightIntensity->value();
l->decay_const = ui->spinLightDecayConst->value();
l->decay_linear = ui->spinLightDecayLinear->value();
l->decay_quadratic = ui->spinLightDecayQuadratic->value();
l->angle_start = ui->spinLightAngleStart->value();
l->angle_end = ui->spinLightAngleEnd->value();
l->direction = QVector3D(ui->spinLightDirectionX->value(), ui->spinLightDirectionY->value(), ui->spinLightDirectionZ->value()).normalized();
}
if (object->type() == GLObjectBase::glCamera) {
Camera * c = globject_cast<Camera * >(object);
c->setMirrorX(ui->checkCameraMirrorX->isChecked());
c->setMirrorY(ui->checkCameraMirrorY->isChecked());
c->setFOV(ui->spinCameraFOV->value());
c->setDepthStart(ui->spinCameraDepthStart->value());
c->setDepthEnd(ui->spinCameraDepthEnd->value());
}
emit changed();
}
void GLObjectEditor::on_spinLightAngleStart_valueChanged(double v) {
if (ui->spinLightAngleEnd->value() < v)
ui->spinLightAngleEnd->setValue(v);
}
void GLObjectEditor::on_spinLightAngleEnd_valueChanged(double v) {
if (ui->spinLightAngleStart->value() > v)
ui->spinLightAngleStart->setValue(v);
}
void GLObjectEditor::on_buttonDiscardRawMatrix_clicked() {
if (!active || !object) return;
object->setPosX(ui->spinPosX->value());
object->setPosY(ui->spinPosY->value());
object->setPosZ(ui->spinPosZ->value());
object->setRotationX(ui->spinRotationX->value());
object->setRotationY(ui->spinRotationY->value());
object->setRotationZ(ui->spinRotationZ->value());
object->setScaleX(ui->spinScaleX->value());
object->setScaleY(ui->spinScaleY->value());
object->setScaleZ(ui->spinScaleZ->value());
ui->buttonDiscardRawMatrix->setEnabled(false);
}