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/****************************************************************************
**
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the QtQuick3D examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
** the names of its contributors may be used to endorse or promote
** products derived from this software without specific prior written
** permission.
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
** $QT_END_LICENSE$
**
****************************************************************************/
#include "teapotitem.h"
#include "qglpainter.h"
#include "qplane3d.h"
#include "qtriangle3d.h"
#include <QtCore/qnumeric.h>
TeapotItem::TeapotItem(QGraphicsItem *parent)
: ModelItem(parent)
{
QGLBuilder builder;
builder.newSection(QGL::Faceted);
builder << teapot;
teapotNode = builder.finalizedSceneNode();
}
TeapotItem::~TeapotItem()
{
delete teapotNode;
}
void TeapotItem::paintGL(QGLPainter *painter)
{
GLuint textureId = this->textureId();
if (textureId) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
painter->setFaceColor(QGL::AllFaces, QColor(0, 0, 0, 200));
painter->setStandardEffect(QGL::LitDecalTexture2D);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (painter->isFixedFunction())
glEnable(GL_TEXTURE_2D);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
teapotNode->draw(painter);
glCullFace(GL_BACK);
teapotNode->draw(painter);
glDisable(GL_CULL_FACE);
glBindTexture(GL_TEXTURE_2D, 0);
if (painter->isFixedFunction())
glDisable(GL_TEXTURE_2D);
} else {
painter->setStandardEffect(QGL::LitMaterial);
teapotNode->draw(painter);
}
}
QPointF TeapotItem::intersection(const QRay3D &ray, int *actualFace) const
{
QVector2D tc;
QGLBezierPatches patches = teapot.transformed(camera()->modelViewMatrix());
if (pressedFace() == -1) {
// Intersect with the whole teapot.
qreal t = patches.intersection(ray, &tc, actualFace);
if (!qIsNaN(t))
return QPointF(tc.x(), tc.y());
} else {
// Only intersect with the patch that was pressed previously.
QGLBezierPatches subpatches;
subpatches.setPositions
(patches.positions().mid(pressedFace() * 16, 16));
qreal t = subpatches.intersection(ray, &tc);
if (!qIsNaN(t)) {
*actualFace = pressedFace();
return QPointF(tc.x(), tc.y());
}
// The mouse has moved outside the boundary of the patch.
// Use the plane containing the patch to extend the hit
// area out to infinity.
QTriangle3D triangle(subpatches.positions()[0],
subpatches.positions()[3],
subpatches.positions()[12]);
t = triangle.plane().intersection(ray);
if (!qIsNaN(t)) {
*actualFace = pressedFace();
QVector2D uv = triangle.uv(ray.point(t));
QVector2D tc1(0, 0);
QVector2D tc2(1, 0);
QVector2D tc3(0, 1);
QVector2D tc =
uv.x() * tc1 + uv.y() * tc2 + (1 - uv.x() - uv.y()) * tc3;
return QPointF(tc.x(), tc.y());
}
}
*actualFace = -1;
return QPointF();
}
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