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-/****************************************************************************
-**
-** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation (qt-info@nokia.com)
-**
-** This file is part of the QtQuick3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** This file may be used under the terms of the GNU Lesser General Public
-** License version 2.1 as published by the Free Software Foundation and
-** appearing in the file LICENSE.LGPL included in the packaging of this
-** file. Please review the following information to ensure the GNU Lesser
-** General Public License version 2.1 requirements will be met:
-** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain additional
-** rights. These rights are described in the Nokia Qt LGPL Exception
-** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qgldome.h"
-#include "qglbuilder.h"
-#include <QtCore/qmath.h>
-
-QT_BEGIN_NAMESPACE
-
-/*!
- \class QGLDome
- \brief The QGLDome class represents the geometry of a simple hemisphere in 3D space.
- \since 4.8
- \ingroup qt3d
- \ingroup qt3d::geometry
-
- The following example creates a dome of 2 units in diameter and
- draws it at (10, 25, 0) in a QGLPainter:
-
- \code
- QGLBuilder builder;
- builder << QGLDome(2);
- QGLSceneNode *node = builder.finalizedSceneNode();
-
- // view the dome structure during development
- qDumpScene(node);
-
- painter.translate(10, 25, 0);
- node->draw(&painter);
- \endcode
-
- The QGLDome class specifies positions, normals and 2D texture
- co-ordinates for all of the vertices that make up the sphere.
-
- The texture co-ordinates are fixed at construction time. This
- is because constructing the sphere can involve generating additional
- vertices which need to interpolate the texture co-ordinates of their
- neighboring vertices.
-
- The default mode of QGLDome is half of a "UV sphere", which divides
- the object up into longitudinal and latitudinal sections. The longitudinal
- slices meet at the pole, which in a single unit dome is defined to
- be at (0, 0, +0.5) and (0, 0, -0.5). This choice is the simplest to
- texture map as the texture will only distort along the x-axis of the
- 2D texture. However the density of vertices is significantly higher at
- the poles than it is elsewhere on the sphere and is a poor choice if a
- uniform density of pixels from the texture map is required.
-
- \section1 Dome Sections and Non-Trivial Scene Structure
-
- When the dome is placed in the builder, by necessity separate sections are created
- so that the correct hard edge for the normals is rendered. If there were no
- sections, the smooth shading would try to make the dome surface and its flat base
- all part of a smoothly shaded surface instead of having a sharp crease between them.
-
- Because of this necessary limitation when working with QGLDome always examine the
- generate node structure using the qDumpScene() function, as shown above. This will
- display the structure of the generated sections by their named scenenodes,and quickly
- make obvious what required code is needed to render the scene as desired.
-
- In the simplest case disable the base of the dome so that only one simple node is
- generated, and get a handle to this node via builder.currentNode(). Alternatively
- use seperate builder objects and finalizedSceneNode() calls to obtain distinct
- nodes - these will have Base and Dome sibling objects beneath them.
-
- For other options see \l{QGLCylinder#analysing-and-re-organising-scenes}{Analysing and Re-organising Scenes} in the QGLCylinder class
- documentation.
-
- Executive summary - use qDumpScene();
-
- \sa QGLBuilder, QGLCylinder
-*/
-
-/*!
- \fn QGLDome::QGLDome(qreal diameter, int depth, bool base)
-
- Creates a dome of \a diameter across (default is 1). When the dome
- is recursively subdivided into triangles, it will be subdivided no more
- than \a depth times (between 1 and 5, default is 3).
-
- If \a base is true, the dome will be drawn with a bottom circle, creating
- an enclosed solid.
-*/
-
-/*!
- Destroys this dome object.
-*/
-QGLDome::~QGLDome()
-{
-}
-
-/*!
- \fn qreal QGLDome::diameter() const
-
- Returns the diameter of this dome. The default is 1.
-
- \sa setDiameter()
-*/
-
-/*!
- \fn void QGLDome::setDiameter(qreal diameter)
-
- Sets the diameter of this dome to \a diameter.
-
- \sa diameter()
-*/
-
-/*!
- \fn int QGLDome::subdivisionDepth() const
-
- Returns the maximum depth when this hemisphere is subdivided into
- triangles. The default is 3. The following picture shows the effect
- of depth values between 1 and 5 for a UV sphere (hemisphere subdivision
- depth shares this scheme).
-
- \image sphere-detail.png
-
- \sa setSubdivisionDepth(), QGLSphere::subdivisionDepth()
-*/
-
-/*!
- \fn void QGLDome::setSubdivisionDepth(int depth)
-
- Sets the maximum \a depth when this hemisphere is subdivided into triangles.
-
- \sa subdivisionDepth()
-*/
-
-/*!
- \fn bool QGLDome::baseEnabled() const
-
- Returns true if the base of the dome will be created when
- building the mesh.
-
- The default is true.
-
- \sa setBaseEnabled()
-*/
-
-/*!
- \fn void QGLDome::setBaseEnabled(bool base)
-
- Set whether the bottom of the dome will be created when
- building the mesh. If \a base is true, the end-cap will be
- created.
-
- \sa baseEnabled()
-*/
-
-/*!
- \relates QGLDome
-
- Builds the geometry for \a dome within the specified
- geometry \a builder.
-*/
-QGLBuilder& operator<<(QGLBuilder& builder, const QGLDome& dome)
-{
- qreal radius = dome.diameter() / 2.0f;
-
- // Determine the number of slices and stacks to generate.
- int divisions = dome.subdivisionDepth();
- if (divisions < 1)
- divisions = 1;
- else if (divisions > 5)
- divisions = 5;
- int stacks = 2 * (1 << divisions);
- int slices = 2 * stacks;
- stacks = stacks>>1;
-
- // Precompute sin/cos values for the slices and stacks.
- const int maxSlices = 4 * (1 << 5) + 1;
- const int maxStacks = 2 * (1 << 5) + 1;
- qreal sliceSin[maxSlices];
- qreal sliceCos[maxSlices];
- qreal stackSin[maxStacks];
- qreal stackCos[maxStacks];
- for (int slice = 0; slice < slices; ++slice) {
- qreal angle = 2 * M_PI * slice / slices;
- sliceSin[slice] = qFastSin(angle);
- sliceCos[slice] = qFastCos(angle);
- }
- sliceSin[slices] = sliceSin[0]; // Join first and last slice.
- sliceCos[slices] = sliceCos[0];
-
- const qreal halfPi=M_PI/2.0;
-
- for (int stack = 0; stack <= stacks; ++stack) {
- qreal angle = halfPi * stack / stacks;
- stackSin[stack] = qFastSin(angle);
- stackCos[stack] = qFastCos(angle);
- }
- stackSin[0] = 0.0f; // Come to a point at the poles.
- stackSin[stacks] = 1.0f;
-
- builder.newSection();
- builder.currentNode()->setObjectName("Dome");
- // Create the stacks for the dome part of the dome
- for (int stack = 0; stack < stacks; ++stack) {
- QGeometryData prim;
- qreal z = radius * stackCos[stack];
- qreal nextz = radius * stackCos[stack + 1];
- qreal s = stackSin[stack];
- qreal nexts = stackSin[stack + 1];
- qreal c = stackCos[stack];
- qreal nextc = stackCos[stack + 1];
- qreal r = radius * s;
- qreal nextr = radius * nexts;
- for (int slice = 0; slice <= slices; ++slice) {
- prim.appendVertex(QVector3D(nextr * sliceSin[slice], nextr * sliceCos[slice], nextz));
- prim.appendNormal(QVector3D(sliceSin[slice] * nexts, sliceCos[slice] * nexts, nextc));
- prim.appendTexCoord(QVector2D(1.0f - qreal(slice) / slices, 1.0f - qreal(stack + 1) / stacks));
-
- prim.appendVertex(QVector3D(r * sliceSin[slice], r * sliceCos[slice], z));
- prim.appendNormal(QVector3D(sliceSin[slice] * s, sliceCos[slice] * s, c));
- prim.appendTexCoord(QVector2D(1.0f - qreal(slice) / slices, 1.0f - qreal(stack) / stacks));
- }
- builder.addQuadStrip(prim);
- }
-
- if (dome.baseEnabled()) {
- //Draw end-cap at bottom
- builder.newSection();
- builder.currentNode()->setObjectName("Base");
-
- //Generate a circle of vertices for this layer.
- QGeometryData tempBase;
-
- tempBase.appendVertex(QVector3D(0,0,0));
- tempBase.appendTexCoord(QVector2D(0.5,0.5));
- for (int slice=0; slice<=slices+1; slice++)
- {
- tempBase.appendVertex(QVector3D(radius * sliceCos[slice], radius * sliceSin[slice], 0));
- tempBase.appendTexCoord(QVector2D(0.5*sliceCos[slice]+0.5, 0.5*sliceSin[slice]+0.5));
- }
-
- //we need to reverse the above to draw it properly - windings!
- builder.addTriangulatedFace(tempBase.reversed());
- }
- return builder;
-}
-
-QT_END_NAMESPACE
-