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diff --git a/examples/qt3d/graphicsview/cubeitem.cpp b/examples/qt3d/graphicsview/cubeitem.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
-** All rights reserved.
-** Contact: Nokia Corporation ([email protected])
-**
-** 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 "cubeitem.h"
-#include "qglpainter.h"
-#include "qglcube.h"
-#include "qray3d.h"
-#include "qplane3d.h"
-#include "qtriangle3d.h"
-#include "qgraphicsembedscene.h"
-
-const qreal CubeSize = 2.0f;
-
-CubeItem::CubeItem(QGraphicsItem *parent)
- : ModelItem(parent)
-{
- QGLBuilder builder;
- builder.newSection(QGL::Faceted);
- builder << QGLCube(CubeSize);
- cube = builder.finalizedSceneNode();
-}
-
-CubeItem::~CubeItem()
-{
- delete cube;
-}
-
-void CubeItem::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);
- cube->draw(painter);
- glCullFace(GL_BACK);
- cube->draw(painter);
- glDisable(GL_CULL_FACE);
- glBindTexture(GL_TEXTURE_2D, 0);
- if (painter->isFixedFunction())
- glDisable(GL_TEXTURE_2D);
- } else {
- painter->setStandardEffect(QGL::LitMaterial);
- cube->draw(painter);
- }
-}
-
-static const int vertexDataLen = 6 * 4 * 3;
-
-static const float vertexData[vertexDataLen] = {
- -0.5f * CubeSize, -0.5f * CubeSize, -0.5f * CubeSize,
- -0.5f * CubeSize, -0.5f * CubeSize, 0.5f * CubeSize,
- -0.5f * CubeSize, 0.5f * CubeSize, 0.5f * CubeSize,
- -0.5f * CubeSize, 0.5f * CubeSize, -0.5f * CubeSize,
-
- -0.5f * CubeSize, 0.5f * CubeSize, -0.5f * CubeSize,
- -0.5f * CubeSize, 0.5f * CubeSize, 0.5f * CubeSize,
- 0.5f * CubeSize, 0.5f * CubeSize, 0.5f * CubeSize,
- 0.5f * CubeSize, 0.5f * CubeSize, -0.5f * CubeSize,
-
- 0.5f * CubeSize, 0.5f * CubeSize, -0.5f * CubeSize,
- 0.5f * CubeSize, 0.5f * CubeSize, 0.5f * CubeSize,
- 0.5f * CubeSize, -0.5f * CubeSize, 0.5f * CubeSize,
- 0.5f * CubeSize, -0.5f * CubeSize, -0.5f * CubeSize,
-
- 0.5f * CubeSize, -0.5f * CubeSize, -0.5f * CubeSize,
- 0.5f * CubeSize, -0.5f * CubeSize, 0.5f * CubeSize,
- -0.5f * CubeSize, -0.5f * CubeSize, 0.5f * CubeSize,
- -0.5f * CubeSize, -0.5f * CubeSize, -0.5f * CubeSize,
-
- 0.5f * CubeSize, -0.5f * CubeSize, 0.5f * CubeSize,
- 0.5f * CubeSize, 0.5f * CubeSize, 0.5f * CubeSize,
- -0.5f * CubeSize, 0.5f * CubeSize, 0.5f * CubeSize,
- -0.5f * CubeSize, -0.5f * CubeSize, 0.5f * CubeSize,
-
- 0.5f * CubeSize, 0.5f * CubeSize, -0.5f * CubeSize,
- 0.5f * CubeSize, -0.5f * CubeSize, -0.5f * CubeSize,
- -0.5f * CubeSize, -0.5f * CubeSize, -0.5f * CubeSize,
- -0.5f * CubeSize, 0.5f * CubeSize, -0.5f * CubeSize
-};
-
-QPointF CubeItem::intersection(const QRay3D &ray, int *actualFace) const
-{
- // Determine which face of the cube contains the point.
- QMatrix4x4 mv = camera()->modelViewMatrix();
- QVector3D pt1, pt2, pt3, pt4;
- QVector2D tc1, tc2, tc3;
- bool singleFace = (pressedFace() != -1);
- for (int face = 0; face < 6; ++face) {
- if (singleFace && face != pressedFace())
- continue;
-
- // Test the two triangles on the face for an intersection.
- pt1 = QVector3D(vertexData[face * 4 * 3],
- vertexData[face * 4 * 3 + 1],
- vertexData[face * 4 * 3 + 2]);
- pt2 = QVector3D(vertexData[face * 4 * 3 + 3],
- vertexData[face * 4 * 3 + 4],
- vertexData[face * 4 * 3 + 5]);
- pt3 = QVector3D(vertexData[face * 4 * 3 + 6],
- vertexData[face * 4 * 3 + 7],
- vertexData[face * 4 * 3 + 8]);
- pt4 = QVector3D(vertexData[face * 4 * 3 + 9],
- vertexData[face * 4 * 3 + 10],
- vertexData[face * 4 * 3 + 11]);
- pt1 = mv.map(pt1);
- pt2 = mv.map(pt2);
- pt3 = mv.map(pt3);
- pt4 = mv.map(pt4);
- QTriangle3D triangle(pt1, pt2, pt3);
- qreal t = triangle.intersection(ray);
- if (qIsNaN(t)) {
- triangle.setQ(pt3);
- triangle.setR(pt4);
- t = triangle.intersection(ray);
- if (qIsNaN(t)) {
- if (!singleFace)
- continue;
- // The mouse probably moved outside the face while the
- // mouse button was held down. Use the triangle's plane
- // to compute a virtual texture co-ordinate.
- t = triangle.plane().intersection(ray);
- }
- tc1 = QVector2D(1.0f, 0.0f);
- tc2 = QVector2D(0.0f, 1.0f);
- tc3 = QVector2D(0.0f, 0.0f);
- } else {
- tc1 = QVector2D(1.0f, 0.0f);
- tc2 = QVector2D(1.0f, 1.0f);
- tc3 = QVector2D(0.0f, 1.0f);
- }
-
- // We want the face that is pointing towards the user.
- QVector3D v = QVector3D::crossProduct(pt2 - pt1, pt3 - pt1);
- if (!singleFace && v.z() <= 0.0f)
- continue;
-
- // Get the texture co-ordinate corresponding to the intersection.
- QVector2D uv = triangle.uv(ray.point(t));
- QVector2D tc =
- uv.x() * tc1 + uv.y() * tc2 + (1 - uv.x() - uv.y()) * tc3;
- *actualFace = face;
- return QPointF(tc.x(), tc.y());
- }
-
- *actualFace = -1;
- return QPointF();
-}