[4] | 1 | #include "screen/ScreenBox.h" |
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| 2 | |
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| 3 | using namespace projection; |
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| 4 | |
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| 5 | /** |
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| 6 | * Constructor. |
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| 7 | * |
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| 8 | * @param pScreen Screen data. |
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| 9 | */ |
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| 10 | ScreenBox::ScreenBox(Screen* pScreen) : ScreenShape(pScreen) |
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| 11 | { |
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| 12 | m_width = 2.0; |
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| 13 | m_height = 2.0; |
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| 14 | m_depth = 2.0; |
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| 15 | m_horResolution = 4; |
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| 16 | m_vertResolution = 4; |
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| 17 | m_depthResolution = 4; |
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| 18 | } |
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| 19 | |
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| 20 | /** |
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| 21 | * Destructor. |
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| 22 | */ |
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| 23 | ScreenBox::~ScreenBox() |
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| 24 | { |
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| 25 | } |
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| 26 | |
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| 27 | /** |
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| 28 | * Set width of the box screen. |
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| 29 | * |
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| 30 | * @param width Width of the box screen. |
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| 31 | */ |
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| 32 | void ScreenBox::setWidth(double width) |
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| 33 | { |
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| 34 | if (m_width != width) |
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| 35 | { |
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| 36 | m_width = width; |
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| 37 | notifyRedraw(); |
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| 38 | } |
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| 39 | } |
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| 40 | |
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| 41 | /** |
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| 42 | * Set height of the box screen. |
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| 43 | * |
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| 44 | * @param height Height of the box screen. |
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| 45 | */ |
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| 46 | void ScreenBox::setHeight(double height) |
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| 47 | { |
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| 48 | if (m_height != height) |
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| 49 | { |
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| 50 | m_height = height; |
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| 51 | notifyRedraw(); |
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| 52 | } |
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| 53 | } |
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| 54 | |
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| 55 | /** |
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| 56 | * Set depth of the box screen. |
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| 57 | * |
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| 58 | * @param depth Depth of the box screen. |
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| 59 | */ |
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| 60 | void ScreenBox::setDepth(double depth) |
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| 61 | { |
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| 62 | if (m_depth != depth) |
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| 63 | { |
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| 64 | m_depth = depth; |
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| 65 | notifyRedraw(); |
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| 66 | } |
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| 67 | } |
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| 68 | |
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| 69 | /** |
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| 70 | * Set horizontal resolution of the box screen. |
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| 71 | * |
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| 72 | * @param resolution Horizontal resolution of the box screen. |
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| 73 | */ |
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| 74 | void ScreenBox::setHorResolution(unsigned int resolution) |
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| 75 | { |
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| 76 | m_horResolution = resolution; |
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| 77 | notifyRedraw(); |
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| 78 | } |
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| 79 | |
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| 80 | /** |
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| 81 | * Set vertical resolution of the box screen. |
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| 82 | * |
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| 83 | * @param resolution Vertical resolution of the box screen. |
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| 84 | */ |
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| 85 | void ScreenBox::setVertResolution(unsigned int resolution) |
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| 86 | { |
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| 87 | m_vertResolution = resolution; |
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| 88 | notifyRedraw(); |
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| 89 | } |
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| 90 | |
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| 91 | /** |
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| 92 | * Set depth resolution of the box screen. |
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| 93 | * |
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| 94 | * @param resolution Depth resolution of the box screen. |
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| 95 | */ |
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| 96 | void ScreenBox::setDepthResolution(unsigned int resolution) |
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| 97 | { |
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| 98 | m_depthResolution = resolution; |
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| 99 | notifyRedraw(); |
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| 100 | } |
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| 101 | |
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| 102 | /** |
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| 103 | * Retrieve bounding box of the screen shape. |
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| 104 | * |
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| 105 | * @param min One corner of the screen shape. |
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| 106 | * @param max Another corner of the screen shape. |
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| 107 | */ |
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| 108 | void ScreenBox::getBoundingBox(gmtl::Vec3f& min, gmtl::Vec3f& max) |
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| 109 | { |
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| 110 | min.set((float)-m_width/2.0f, (float)-m_depth/2.0f, (float)-m_height/2.0f); |
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| 111 | max.set((float)m_width/2.0f, (float)m_depth/2.0f, (float)m_height/2.0f); |
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| 112 | } |
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| 113 | |
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| 114 | /** |
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| 115 | * Restore the screen shape from XML data. |
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| 116 | * |
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| 117 | * @param element Parent XML element of the screen shape data. |
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| 118 | */ |
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| 119 | bool ScreenBox::initFromDOMElement(const QDomElement& element) |
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| 120 | { |
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| 121 | // don't notify redrawing by each restoring step |
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| 122 | if (!element.isNull()) |
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| 123 | { |
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| 124 | m_width = element.attribute("width").toFloat(); |
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| 125 | m_height = element.attribute("height").toFloat(); |
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| 126 | m_depth = element.attribute("depth").toFloat(); |
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| 127 | m_horResolution = element.attribute("horResolution").toInt(); |
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| 128 | m_vertResolution = element.attribute("vertResolution").toInt(); |
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| 129 | m_depthResolution = element.attribute("depthResolution").toInt(); |
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| 130 | // if change |
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| 131 | notifyRedraw(); |
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| 132 | } |
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| 133 | |
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| 134 | return true; // todo: secure this function and return false on any critical error |
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| 135 | } |
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| 136 | |
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| 137 | /** |
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| 138 | * Store the current screen shape as XML data. |
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| 139 | * |
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| 140 | * @param name XML node name of the data. |
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| 141 | * @param doc XML document to store the data. |
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| 142 | * @return Current screen shape data as XML data. |
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| 143 | */ |
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| 144 | QDomElement ScreenBox::domElement(const QString& name, QDomDocument& doc) const |
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| 145 | { |
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| 146 | QDomElement de = doc.createElement(name); |
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| 147 | de.setAttribute("name", getName()); |
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| 148 | de.setAttribute("width", m_width); |
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| 149 | de.setAttribute("height", m_height); |
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| 150 | de.setAttribute("depth", m_depth); |
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| 151 | de.setAttribute("horResolution", m_horResolution); |
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| 152 | de.setAttribute("vertResolution", m_vertResolution); |
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| 153 | de.setAttribute("depthResolution", m_depthResolution); |
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| 154 | |
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| 155 | return de; |
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| 156 | } |
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| 157 | |
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| 158 | /** |
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| 159 | * Draw the shape model in inherited class. |
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| 160 | * |
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| 161 | * @param bFrame True to draw a wire frame mesh. False to draw as a polygon model. |
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| 162 | */ |
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| 163 | void ScreenBox::drawShape(bool) |
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| 164 | { |
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| 165 | glPushAttrib(GL_ENABLE_BIT); |
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| 166 | glEnable(GL_CULL_FACE); |
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| 167 | |
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| 168 | double horDelta = m_width / m_horResolution; |
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| 169 | double vertDelta = m_height / m_vertResolution; |
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| 170 | double depthDelta = m_depth / m_depthResolution; |
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| 171 | unsigned int horCount; |
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| 172 | unsigned int vertCount; |
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| 173 | unsigned int depthCount; |
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| 174 | |
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| 175 | for (vertCount=0; vertCount<m_vertResolution; ++vertCount) |
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| 176 | { |
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| 177 | glBegin(GL_QUAD_STRIP); |
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| 178 | for (horCount=0; horCount<=m_horResolution; ++horCount) |
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| 179 | { |
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| 180 | glNormal3d(0, 1, 0); |
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| 181 | glVertex3d(-m_width/2.0 + horDelta*horCount, |
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| 182 | -m_depth/2.0, |
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| 183 | -m_height/2.0 + vertDelta*vertCount); |
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| 184 | glNormal3d(0, 1, 0); |
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| 185 | glVertex3d(-m_width/2.0 + horDelta*(horCount), |
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| 186 | -m_depth/2.0, |
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| 187 | -m_height/2.0 + vertDelta*(vertCount+1)); |
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| 188 | } |
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| 189 | glEnd(); |
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| 190 | } |
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| 191 | for (vertCount=0; vertCount<m_vertResolution; ++vertCount) |
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| 192 | { |
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| 193 | glBegin(GL_QUAD_STRIP); |
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| 194 | for (horCount=0; horCount<=m_horResolution; ++horCount) |
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| 195 | { |
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| 196 | glNormal3d(0, -1, 0); |
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| 197 | glVertex3d(m_width/2.0 - horDelta*horCount, |
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| 198 | m_depth/2.0, |
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| 199 | -m_height/2.0 + vertDelta*vertCount); |
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| 200 | glNormal3d(0, -1, 0); |
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| 201 | glVertex3d(m_width/2.0 - horDelta*(horCount), |
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| 202 | m_depth/2.0, |
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| 203 | -m_height/2.0 + vertDelta*(vertCount+1)); |
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| 204 | } |
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| 205 | glEnd(); |
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| 206 | } |
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| 207 | for (vertCount=0; vertCount<m_vertResolution; ++vertCount) |
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| 208 | { |
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| 209 | glBegin(GL_QUAD_STRIP); |
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| 210 | for (depthCount=0; depthCount<=m_depthResolution; ++depthCount) |
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| 211 | { |
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| 212 | glNormal3d(1, 0, 0); |
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| 213 | glVertex3d(-m_width/2.0, |
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| 214 | m_depth/2.0 - depthDelta*depthCount, |
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| 215 | -m_height/2.0 + vertDelta*vertCount); |
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| 216 | glNormal3d(1, 0, 0); |
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| 217 | glVertex3d(-m_width/2.0, |
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| 218 | m_depth/2.0 - depthDelta*(depthCount), |
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| 219 | -m_height/2.0 + vertDelta*(vertCount+1)); |
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| 220 | } |
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| 221 | glEnd(); |
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| 222 | } |
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| 223 | for (vertCount=0; vertCount<m_vertResolution; ++vertCount) |
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| 224 | { |
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| 225 | glBegin(GL_QUAD_STRIP); |
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| 226 | for (depthCount=0; depthCount<=m_depthResolution; ++depthCount) |
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| 227 | { |
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| 228 | glNormal3d(-1, 0, 0); |
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| 229 | glVertex3d(m_width/2.0, |
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| 230 | -m_depth/2.0 + depthDelta*depthCount, |
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| 231 | -m_height/2.0 + vertDelta*vertCount); |
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| 232 | glNormal3d(-1, 0, 0); |
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| 233 | glVertex3d(m_width/2.0, |
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| 234 | -m_depth/2.0 + depthDelta*(depthCount), |
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| 235 | -m_height/2.0 + vertDelta*(vertCount+1)); |
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| 236 | } |
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| 237 | glEnd(); |
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| 238 | } |
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| 239 | for (depthCount=0; depthCount<m_depthResolution; ++depthCount) |
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| 240 | { |
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| 241 | glBegin(GL_QUAD_STRIP); |
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| 242 | for (horCount=0; horCount<=m_horResolution; ++horCount) |
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| 243 | { |
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| 244 | glNormal3d(0, 0, 1); |
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| 245 | glVertex3d(m_width/2.0 - horDelta*horCount, |
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| 246 | -m_depth/2.0 + depthDelta*depthCount, |
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| 247 | -m_height/2.0); |
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| 248 | glNormal3d(0, 0, 1); |
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| 249 | glVertex3d(m_width/2.0 - horDelta*horCount, |
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| 250 | -m_depth/2.0 + depthDelta*(depthCount+1), |
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| 251 | -m_height/2.0); |
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| 252 | } |
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| 253 | glEnd(); |
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| 254 | } |
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| 255 | for (depthCount=0; depthCount<m_depthResolution; ++depthCount) |
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| 256 | { |
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| 257 | glBegin(GL_QUAD_STRIP); |
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| 258 | for (horCount=0; horCount<=m_horResolution; ++horCount) |
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| 259 | { |
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| 260 | glNormal3d(0, 0, -1); |
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| 261 | glVertex3d(-m_width/2.0 + horDelta*horCount, |
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| 262 | -m_depth/2.0 + depthDelta*depthCount, |
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| 263 | m_height/2.0); |
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| 264 | glNormal3d(0, 0, -1); |
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| 265 | glVertex3d(-m_width/2.0 + horDelta*horCount, |
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| 266 | -m_depth/2.0 + depthDelta*(depthCount+1), |
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| 267 | m_height/2.0); |
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| 268 | } |
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| 269 | glEnd(); |
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| 270 | } |
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| 271 | |
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| 272 | glPopAttrib(); |
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| 273 | } |
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