Qt copyrights are now in The Qt Company, so we could update the source code headers accordingly. In the same go we should also fix the links to point to qt.io. Outdated header.LGPL removed (use header.LGPL21 instead) Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing combination. New header.LGPL-COMM taken in the use file which were using old header.LGPL3 (src/plugins/platforms/android/extract.cpp) Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license combination Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
388 lines
11 KiB
C++
388 lines
11 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd and its Subsidiary(-ies) nor the
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** names of its contributors may be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qtlogo.h"
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#include <QGLWidget>
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#include <QMatrix4x4>
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#include <QVector3D>
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#include <qmath.h>
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static const qreal tee_height = 0.311126;
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static const qreal cross_width = 0.25;
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static const qreal bar_thickness = 0.113137;
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static const qreal logo_depth = 0.10;
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//! [0]
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struct Geometry
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{
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QVector<GLushort> faces;
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QVector<QVector3D> vertices;
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QVector<QVector3D> normals;
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void appendSmooth(const QVector3D &a, const QVector3D &n, int from);
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void appendFaceted(const QVector3D &a, const QVector3D &n);
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void finalize();
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void loadArrays() const;
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};
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//! [0]
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//! [1]
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class Patch
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{
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public:
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enum Smoothing { Faceted, Smooth };
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Patch(Geometry *);
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void setSmoothing(Smoothing s) { sm = s; }
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void translate(const QVector3D &t);
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void rotate(qreal deg, QVector3D axis);
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void draw() const;
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void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n);
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void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d);
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GLushort start;
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GLushort count;
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GLushort initv;
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GLfloat faceColor[4];
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QMatrix4x4 mat;
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Smoothing sm;
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Geometry *geom;
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};
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//! [1]
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static inline void qSetColor(float colorVec[], QColor c)
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{
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colorVec[0] = c.redF();
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colorVec[1] = c.greenF();
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colorVec[2] = c.blueF();
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colorVec[3] = c.alphaF();
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}
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void Geometry::loadArrays() const
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{
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glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
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glNormalPointer(GL_FLOAT, 0, normals.constData());
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}
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void Geometry::finalize()
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{
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// TODO: add vertex buffer uploading here
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// Finish smoothing normals by ensuring accumulated normals are returned
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// to length 1.0.
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for (int i = 0; i < normals.count(); ++i)
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normals[i].normalize();
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}
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void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from)
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{
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// Smooth normals are achieved by averaging the normals for faces meeting
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// at a point. First find the point in geometry already generated
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// (working backwards, since most often the points shared are between faces
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// recently added).
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int v = vertices.count() - 1;
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for ( ; v >= from; --v)
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if (qFuzzyCompare(vertices[v], a))
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break;
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if (v < from) {
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// The vertex was not found so add it as a new one, and initialize
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// its corresponding normal
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v = vertices.count();
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vertices.append(a);
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normals.append(n);
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} else {
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// Vert found, accumulate normals into corresponding normal slot.
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// Must call finalize once finished accumulating normals
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normals[v] += n;
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}
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// In both cases (found or not) reference the vertex via its index
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faces.append(v);
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}
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void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n)
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{
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// Faceted normals are achieved by duplicating the vertex for every
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// normal, so that faces meeting at a vertex get a sharp edge.
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int v = vertices.count();
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vertices.append(a);
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normals.append(n);
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faces.append(v);
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}
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Patch::Patch(Geometry *g)
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: start(g->faces.count())
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, count(0)
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, initv(g->vertices.count())
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, sm(Patch::Smooth)
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, geom(g)
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{
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qSetColor(faceColor, QColor(Qt::darkGray));
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}
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void Patch::rotate(qreal deg, QVector3D axis)
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{
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mat.rotate(deg, axis);
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}
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void Patch::translate(const QVector3D &t)
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{
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mat.translate(t);
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}
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//! [2]
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void Patch::draw() const
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{
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glPushMatrix();
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glMultMatrixf(mat.constData());
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
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const GLushort *indices = geom->faces.constData();
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start);
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glPopMatrix();
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}
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//! [2]
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void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
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{
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QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n;
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if (sm == Smooth) {
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geom->appendSmooth(a, norm, initv);
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geom->appendSmooth(b, norm, initv);
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geom->appendSmooth(c, norm, initv);
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} else {
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geom->appendFaceted(a, norm);
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geom->appendFaceted(b, norm);
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geom->appendFaceted(c, norm);
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}
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count += 3;
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}
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void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
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{
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QVector3D norm = QVector3D::normal(a, b, c);
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if (sm == Smooth) {
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addTri(a, b, c, norm);
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addTri(a, c, d, norm);
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} else {
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// If faceted share the two common vertices
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addTri(a, b, c, norm);
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int k = geom->vertices.count();
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geom->appendSmooth(a, norm, k);
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geom->appendSmooth(c, norm, k);
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geom->appendFaceted(d, norm);
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count += 3;
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}
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}
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static inline QVector<QVector3D> extrude(const QVector<QVector3D> &vertices, qreal depth)
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{
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QVector<QVector3D> extr = vertices;
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for (int v = 0; v < extr.count(); ++v)
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extr[v].setZ(extr[v].z() - depth);
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return extr;
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}
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class Rectoid
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{
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public:
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void translate(const QVector3D &t)
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{
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for (int i = 0; i < parts.count(); ++i)
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parts[i]->translate(t);
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}
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void rotate(qreal deg, QVector3D axis)
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{
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for (int i = 0; i < parts.count(); ++i)
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parts[i]->rotate(deg, axis);
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}
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// No special Rectoid destructor - the parts are fetched out of this member
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// variable, and destroyed by the new owner
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QList<Patch *> parts;
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};
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class RectPrism : public Rectoid
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{
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public:
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RectPrism(Geometry *g, qreal width, qreal height, qreal depth);
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};
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RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
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{
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enum { bl, br, tr, tl };
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Patch *fb = new Patch(g);
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fb->setSmoothing(Patch::Faceted);
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// front face
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QVector<QVector3D> r(4);
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r[br].setX(width);
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r[tr].setX(width);
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r[tr].setY(height);
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r[tl].setY(height);
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QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
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for (int i = 0; i < 4; ++i)
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r[i] += adjToCenter;
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fb->addQuad(r[bl], r[br], r[tr], r[tl]);
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// back face
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QVector<QVector3D> s = extrude(r, depth);
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fb->addQuad(s[tl], s[tr], s[br], s[bl]);
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// side faces
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Patch *sides = new Patch(g);
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sides->setSmoothing(Patch::Faceted);
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sides->addQuad(s[bl], s[br], r[br], r[bl]);
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sides->addQuad(s[br], s[tr], r[tr], r[br]);
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sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
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sides->addQuad(s[tl], s[bl], r[bl], r[tl]);
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parts << fb << sides;
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}
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class RectTorus : public Rectoid
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{
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public:
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RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors);
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};
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RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
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{
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QVector<QVector3D> inside;
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QVector<QVector3D> outside;
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for (int i = 0; i < k; ++i) {
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qreal angle = (i * 2 * M_PI) / k;
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inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
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outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
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}
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inside << QVector3D(0.0, iRad, 0.0);
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outside << QVector3D(0.0, oRad, 0.0);
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QVector<QVector3D> in_back = extrude(inside, depth);
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QVector<QVector3D> out_back = extrude(outside, depth);
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// Create front, back and sides as separate patches so that smooth normals
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// are generated for the curving sides, but a faceted edge is created between
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// sides and front/back
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Patch *front = new Patch(g);
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for (int i = 0; i < k; ++i)
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front->addQuad(outside[i], inside[i],
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inside[(i + 1) % k], outside[(i + 1) % k]);
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Patch *back = new Patch(g);
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for (int i = 0; i < k; ++i)
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back->addQuad(in_back[i], out_back[i],
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out_back[(i + 1) % k], in_back[(i + 1) % k]);
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Patch *is = new Patch(g);
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for (int i = 0; i < k; ++i)
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is->addQuad(in_back[i], in_back[(i + 1) % k],
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inside[(i + 1) % k], inside[i]);
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Patch *os = new Patch(g);
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for (int i = 0; i < k; ++i)
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os->addQuad(out_back[(i + 1) % k], out_back[i],
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outside[i], outside[(i + 1) % k]);
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parts << front << back << is << os;
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}
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QtLogo::QtLogo(QObject *parent, int divisions, qreal scale)
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: QObject(parent)
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, geom(new Geometry())
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{
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buildGeometry(divisions, scale);
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}
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QtLogo::~QtLogo()
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{
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qDeleteAll(parts);
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delete geom;
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}
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void QtLogo::setColor(QColor c)
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{
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for (int i = 0; i < parts.count(); ++i)
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qSetColor(parts[i]->faceColor, c);
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}
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//! [3]
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void QtLogo::buildGeometry(int divisions, qreal scale)
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{
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qreal cw = cross_width * scale;
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qreal bt = bar_thickness * scale;
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qreal ld = logo_depth * scale;
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qreal th = tee_height *scale;
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RectPrism cross(geom, cw, bt, ld);
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RectPrism stem(geom, bt, th, ld);
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QVector3D z(0.0, 0.0, 1.0);
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cross.rotate(45.0, z);
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stem.rotate(45.0, z);
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qreal stem_downshift = (th + bt) / 2.0;
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stem.translate(QVector3D(0.0, -stem_downshift, 0.0));
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RectTorus body(geom, 0.20, 0.30, 0.1, divisions);
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parts << stem.parts << cross.parts << body.parts;
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geom->finalize();
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}
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//! [3]
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//! [4]
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void QtLogo::draw() const
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{
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geom->loadArrays();
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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for (int i = 0; i < parts.count(); ++i)
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parts[i]->draw();
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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//! [4]
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