1 | /****************************************************************************
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2 | **
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3 | ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
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4 | ** All rights reserved.
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5 | ** Contact: Nokia Corporation (qt-info@nokia.com)
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6 | **
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7 | ** This file is part of the examples of the Qt Toolkit.
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8 | **
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9 | ** $QT_BEGIN_LICENSE:LGPL$
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10 | ** Commercial Usage
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11 | ** Licensees holding valid Qt Commercial licenses may use this file in
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12 | ** accordance with the Qt Commercial License Agreement provided with the
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13 | ** Software or, alternatively, in accordance with the terms contained in
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14 | ** a written agreement between you and Nokia.
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15 | **
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16 | ** GNU Lesser General Public License Usage
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17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
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18 | ** General Public License version 2.1 as published by the Free Software
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19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
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20 | ** packaging of this file. Please review the following information to
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21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
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22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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23 | **
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24 | ** In addition, as a special exception, Nokia gives you certain additional
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25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
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26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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27 | **
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28 | ** GNU General Public License Usage
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29 | ** Alternatively, this file may be used under the terms of the GNU
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30 | ** General Public License version 3.0 as published by the Free Software
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31 | ** Foundation and appearing in the file LICENSE.GPL included in the
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32 | ** packaging of this file. Please review the following information to
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33 | ** ensure the GNU General Public License version 3.0 requirements will be
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34 | ** met: http://www.gnu.org/copyleft/gpl.html.
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35 | **
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36 | ** If you have questions regarding the use of this file, please contact
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37 | ** Nokia at qt-info@nokia.com.
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38 | ** $QT_END_LICENSE$
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39 | **
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40 | ****************************************************************************/
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41 |
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42 | #include <QGLWidget>
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43 | #include <QMatrix4x4>
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44 | #include <QVector3D>
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45 |
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46 | #include <qmath.h>
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47 |
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48 | #include "qtlogo.h"
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49 |
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50 | static const qreal tee_height = 0.311126;
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51 | static const qreal cross_width = 0.25;
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52 | static const qreal bar_thickness = 0.113137;
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53 | static const qreal inside_diam = 0.20;
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54 | static const qreal outside_diam = 0.30;
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55 | static const qreal logo_depth = 0.10;
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56 | static const int num_divisions = 32;
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57 |
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58 | //! [0]
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59 | struct Geometry
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60 | {
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61 | QVector<GLushort> faces;
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62 | QVector<QVector3D> vertices;
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63 | QVector<QVector3D> normals;
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64 | void appendSmooth(const QVector3D &a, const QVector3D &n, int from);
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65 | void appendFaceted(const QVector3D &a, const QVector3D &n);
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66 | void finalize();
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67 | void loadArrays() const;
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68 | };
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69 | //! [0]
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70 |
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71 | //! [1]
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72 | class Patch
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73 | {
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74 | public:
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75 | enum Smoothing { Faceted, Smooth };
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76 | Patch(Geometry *);
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77 | void setSmoothing(Smoothing s) { sm = s; }
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78 | void translate(const QVector3D &t);
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79 | void rotate(qreal deg, QVector3D axis);
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80 | void draw() const;
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81 | void addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n);
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82 | void addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d);
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83 |
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84 | GLushort start;
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85 | GLushort count;
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86 | GLushort initv;
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87 |
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88 | GLfloat faceColor[4];
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89 | QMatrix4x4 mat;
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90 | Smoothing sm;
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91 | Geometry *geom;
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92 | };
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93 | //! [1]
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94 |
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95 | static inline void qSetColor(float colorVec[], QColor c)
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96 | {
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97 | colorVec[0] = c.redF();
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98 | colorVec[1] = c.greenF();
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99 | colorVec[2] = c.blueF();
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100 | colorVec[3] = c.alphaF();
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101 | }
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102 |
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103 | void Geometry::loadArrays() const
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104 | {
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105 | glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
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106 | glNormalPointer(GL_FLOAT, 0, normals.constData());
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107 | }
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108 |
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109 | void Geometry::finalize()
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110 | {
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111 | // TODO: add vertex buffer uploading here
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112 |
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113 | // Finish smoothing normals by ensuring accumulated normals are returned
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114 | // to length 1.0.
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115 | for (int i = 0; i < normals.count(); ++i)
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116 | normals[i].normalize();
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117 | }
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118 |
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119 | void Geometry::appendSmooth(const QVector3D &a, const QVector3D &n, int from)
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120 | {
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121 | // Smooth normals are acheived by averaging the normals for faces meeting
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122 | // at a point. First find the point in geometry already generated
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123 | // (working backwards, since most often the points shared are between faces
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124 | // recently added).
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125 | int v = vertices.count() - 1;
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126 | for ( ; v >= from; --v)
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127 | if (qFuzzyCompare(vertices[v], a))
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128 | break;
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129 | if (v < from)
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130 | {
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131 | // The vert was not found so add it as a new one, and initialize
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132 | // its corresponding normal
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133 | v = vertices.count();
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134 | vertices.append(a);
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135 | normals.append(n);
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136 | }
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137 | else
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138 | {
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139 | // Vert found, accumulate normals into corresponding normal slot.
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140 | // Must call finalize once finished accumulating normals
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141 | normals[v] += n;
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142 | }
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143 | // In both cases (found or not) reference the vert via its index
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144 | faces.append(v);
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145 | }
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146 |
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147 | void Geometry::appendFaceted(const QVector3D &a, const QVector3D &n)
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148 | {
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149 | // Faceted normals are achieved by duplicating the vert for every
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150 | // normal, so that faces meeting at a vert get a sharp edge.
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151 | int v = vertices.count();
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152 | vertices.append(a);
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153 | normals.append(n);
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154 | faces.append(v);
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155 | }
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156 |
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157 | Patch::Patch(Geometry *g)
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158 | : start(g->faces.count())
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159 | , count(0)
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160 | , initv(g->vertices.count())
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161 | , sm(Patch::Smooth)
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162 | , geom(g)
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163 | {
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164 | qSetColor(faceColor, QColor(Qt::darkGray));
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165 | }
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166 |
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167 | void Patch::rotate(qreal deg, QVector3D axis)
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168 | {
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169 | mat.rotate(deg, axis);
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170 | }
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171 |
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172 | void Patch::translate(const QVector3D &t)
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173 | {
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174 | mat.translate(t);
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175 | }
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176 |
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177 | static inline void qMultMatrix(const QMatrix4x4 &mat)
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178 | {
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179 | if (sizeof(qreal) == sizeof(GLfloat))
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180 | glMultMatrixf((GLfloat*)mat.constData());
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181 | #ifndef QT_OPENGL_ES
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182 | else if (sizeof(qreal) == sizeof(GLdouble))
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183 | glMultMatrixd((GLdouble*)mat.constData());
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184 | #endif
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185 | else
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186 | {
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187 | GLfloat fmat[16];
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188 | qreal const *r = mat.constData();
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189 | for (int i = 0; i < 16; ++i)
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190 | fmat[i] = r[i];
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191 | glMultMatrixf(fmat);
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192 | }
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193 | }
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194 |
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195 | //! [2]
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196 | void Patch::draw() const
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197 | {
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198 | glPushMatrix();
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199 | qMultMatrix(mat);
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200 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, faceColor);
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201 |
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202 | const GLushort *indices = geom->faces.constData();
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203 | glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, indices + start);
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204 | glPopMatrix();
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205 | }
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206 | //! [2]
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207 |
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208 | void Patch::addTri(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &n)
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209 | {
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210 | QVector3D norm = n.isNull() ? QVector3D::normal(a, b, c) : n;
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211 | if (sm == Smooth)
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212 | {
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213 | geom->appendSmooth(a, norm, initv);
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214 | geom->appendSmooth(b, norm, initv);
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215 | geom->appendSmooth(c, norm, initv);
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216 | }
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217 | else
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218 | {
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219 | geom->appendFaceted(a, norm);
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220 | geom->appendFaceted(b, norm);
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221 | geom->appendFaceted(c, norm);
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222 | }
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223 | count += 3;
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224 | }
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225 |
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226 | void Patch::addQuad(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
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227 | {
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228 | QVector3D norm = QVector3D::normal(a, b, c);
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229 | if (sm == Smooth)
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230 | {
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231 | addTri(a, b, c, norm);
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232 | addTri(a, c, d, norm);
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233 | }
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234 | else
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235 | {
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236 | // If faceted share the two common verts
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237 | addTri(a, b, c, norm);
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238 | int k = geom->vertices.count();
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239 | geom->appendSmooth(a, norm, k);
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240 | geom->appendSmooth(c, norm, k);
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241 | geom->appendFaceted(d, norm);
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242 | count += 3;
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243 | }
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244 | }
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245 |
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246 | static inline QVector<QVector3D> extrude(const QVector<QVector3D> &verts, qreal depth)
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247 | {
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248 | QVector<QVector3D> extr = verts;
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249 | for (int v = 0; v < extr.count(); ++v)
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250 | extr[v].setZ(extr[v].z() - depth);
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251 | return extr;
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252 | }
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253 |
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254 | class Rectoid
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255 | {
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256 | public:
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257 | void translate(const QVector3D &t)
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258 | {
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259 | for (int i = 0; i < parts.count(); ++i)
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260 | parts[i]->translate(t);
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261 | }
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262 | void rotate(qreal deg, QVector3D axis)
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263 | {
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264 | for (int i = 0; i < parts.count(); ++i)
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265 | parts[i]->rotate(deg, axis);
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266 | }
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267 |
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268 | // No special Rectoid destructor - the parts are fetched out of this member
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269 | // variable, and destroyed by the new owner
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270 | QList<Patch*> parts;
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271 | };
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272 |
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273 | class RectPrism : public Rectoid
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274 | {
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275 | public:
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276 | RectPrism(Geometry *g, qreal width, qreal height, qreal depth);
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277 | };
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278 |
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279 | RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
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280 | {
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281 | enum { bl, br, tr, tl };
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282 | Patch *fb = new Patch(g);
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283 | fb->setSmoothing(Patch::Faceted);
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284 |
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285 | // front face
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286 | QVector<QVector3D> r(4);
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287 | r[br].setX(width);
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288 | r[tr].setX(width);
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289 | r[tr].setY(height);
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290 | r[tl].setY(height);
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291 | QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
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292 | for (int i = 0; i < 4; ++i)
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293 | r[i] += adjToCenter;
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294 | fb->addQuad(r[bl], r[br], r[tr], r[tl]);
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295 |
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296 | // back face
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297 | QVector<QVector3D> s = extrude(r, depth);
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298 | fb->addQuad(s[tl], s[tr], s[br], s[bl]);
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299 |
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300 | // side faces
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301 | Patch *sides = new Patch(g);
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302 | sides->setSmoothing(Patch::Faceted);
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303 | sides->addQuad(s[bl], s[br], r[br], r[bl]);
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304 | sides->addQuad(s[br], s[tr], r[tr], r[br]);
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305 | sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
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306 | sides->addQuad(s[tl], s[bl], r[bl], r[tl]);
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307 |
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308 | parts << fb << sides;
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309 | }
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310 |
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311 | class RectTorus : public Rectoid
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312 | {
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313 | public:
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314 | RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int numSectors);
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315 | };
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316 |
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317 | RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
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318 | {
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319 | QVector<QVector3D> inside;
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320 | QVector<QVector3D> outside;
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321 | for (int i = 0; i < k; ++i) {
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322 | qreal angle = (i * 2 * M_PI) / k;
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323 | inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
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324 | outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
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325 | }
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326 | inside << QVector3D(0.0, iRad, 0.0);
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327 | outside << QVector3D(0.0, oRad, 0.0);
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328 | QVector<QVector3D> in_back = extrude(inside, depth);
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329 | QVector<QVector3D> out_back = extrude(outside, depth);
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330 |
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331 | // Create front, back and sides as seperate patches so that smooth normals
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332 | // are generated for the curving sides, but a faceted edge is created between
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333 | // sides and front/back
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334 | Patch *front = new Patch(g);
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335 | for (int i = 0; i < k; ++i)
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336 | front->addQuad(outside[i], inside[i],
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337 | inside[(i + 1) % k], outside[(i + 1) % k]);
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338 | Patch *back = new Patch(g);
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339 | for (int i = 0; i < k; ++i)
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340 | back->addQuad(in_back[i], out_back[i],
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341 | out_back[(i + 1) % k], in_back[(i + 1) % k]);
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342 | Patch *is = new Patch(g);
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343 | for (int i = 0; i < k; ++i)
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344 | is->addQuad(in_back[i], in_back[(i + 1) % k],
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345 | inside[(i + 1) % k], inside[i]);
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346 | Patch *os = new Patch(g);
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347 | for (int i = 0; i < k; ++i)
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348 | os->addQuad(out_back[(i + 1) % k], out_back[i],
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349 | outside[i], outside[(i + 1) % k]);
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350 | parts << front << back << is << os;
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351 | }
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352 |
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353 | QtLogo::QtLogo(QObject *parent, int divisions, qreal scale)
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354 | : QObject(parent)
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355 | , geom(new Geometry())
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356 | {
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357 | buildGeometry(divisions, scale);
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358 | }
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359 |
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360 | QtLogo::~QtLogo()
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361 | {
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362 | qDeleteAll(parts);
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363 | delete geom;
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364 | }
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365 |
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366 | void QtLogo::setColor(QColor c)
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367 | {
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368 | for (int i = 0; i < parts.count(); ++i)
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369 | qSetColor(parts[i]->faceColor, c);
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370 | }
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371 |
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372 | //! [3]
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373 | void QtLogo::buildGeometry(int divisions, qreal scale)
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374 | {
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375 | qreal cw = cross_width * scale;
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376 | qreal bt = bar_thickness * scale;
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377 | qreal ld = logo_depth * scale;
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378 | qreal th = tee_height *scale;
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379 |
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380 | RectPrism cross(geom, cw, bt, ld);
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381 | RectPrism stem(geom, bt, th, ld);
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382 |
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383 | QVector3D z(0.0, 0.0, 1.0);
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384 | cross.rotate(45.0, z);
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385 | stem.rotate(45.0, z);
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386 |
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387 | qreal stem_downshift = (th + bt) / 2.0;
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388 | stem.translate(QVector3D(0.0, -stem_downshift, 0.0));
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389 |
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390 | RectTorus body(geom, 0.20, 0.30, 0.1, divisions);
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391 |
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392 | parts << stem.parts << cross.parts << body.parts;
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393 |
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394 | geom->finalize();
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395 | }
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396 | //! [3]
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397 |
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398 | //! [4]
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399 | void QtLogo::draw() const
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400 | {
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401 | geom->loadArrays();
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402 |
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403 | glEnableClientState(GL_VERTEX_ARRAY);
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404 | glEnableClientState(GL_NORMAL_ARRAY);
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405 |
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406 | for (int i = 0; i < parts.count(); ++i)
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407 | parts[i]->draw();
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408 |
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409 | glDisableClientState(GL_VERTEX_ARRAY);
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410 | glDisableClientState(GL_NORMAL_ARRAY);
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411 | }
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412 | //! [4]
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