[4] | 1 | #include "screen/ScreenDome.h" |
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| 2 | |
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| 3 | using namespace projection; |
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| 4 | using namespace gmtl; |
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| 5 | |
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| 6 | /** |
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| 7 | * Constructor. |
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| 8 | * |
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| 9 | * @param pScreen Screen data. |
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| 10 | */ |
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| 11 | ScreenDome::ScreenDome(Screen* pScreen) : ScreenShape(pScreen) |
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| 12 | { |
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| 13 | m_radius = 1.0; |
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| 14 | m_elevResolution = 16; |
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| 15 | m_azimResolution = 16; |
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| 16 | m_subdiv = 4; |
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| 17 | m_bFullDome = false; |
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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 | ScreenDome::~ScreenDome() |
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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 radius of the dome screen. |
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| 29 | * |
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| 30 | * @param radius Radius of the dome screen. |
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| 31 | */ |
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| 32 | void ScreenDome::setRadius(double radius) |
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| 33 | { |
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| 34 | if (m_radius != radius) |
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| 35 | { |
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| 36 | m_radius = radius; |
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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 elevation resolution of the dome screen. |
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| 43 | * |
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| 44 | * @param resolution Elevation resolution of the dome screen. |
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| 45 | */ |
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| 46 | void ScreenDome::setElevResolution(unsigned int resolution) |
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| 47 | { |
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| 48 | m_elevResolution = resolution; |
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| 49 | notifyRedraw(); |
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| 50 | } |
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| 51 | |
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| 52 | /** |
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| 53 | * Set azimuth resolution of the dome screen. |
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| 54 | * |
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| 55 | * @param resolution Azimuth resolution of the dome screen. |
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| 56 | */ |
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| 57 | void ScreenDome::setAzimResolution(unsigned int resolution) |
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| 58 | { |
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| 59 | m_azimResolution = resolution; |
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| 60 | notifyRedraw(); |
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| 61 | } |
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| 62 | |
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| 63 | /** |
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| 64 | * Retrieve azimuth resolution of the dome screen. |
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| 65 | * |
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| 66 | * @return Azimuth resolution of the dome screen. |
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| 67 | */ |
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| 68 | void ScreenDome::setSubdivision(unsigned int subdiv) |
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| 69 | { |
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| 70 | m_subdiv = subdiv; |
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| 71 | notifyRedraw(); |
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| 72 | } |
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| 73 | |
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| 74 | /** |
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| 75 | * Select full dome or half dome. |
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| 76 | * |
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| 77 | * @param bFullDome True to select a full dome, False to select a half dome. |
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| 78 | */ |
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| 79 | void ScreenDome::setFullDome(bool bFullDome) |
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| 80 | { |
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| 81 | m_bFullDome = bFullDome; |
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| 82 | notifyRedraw(); |
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| 83 | } |
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| 84 | |
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| 85 | /** |
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| 86 | * Retrieve bounding box of the screen shape. |
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| 87 | * |
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| 88 | * @param min One corner of the screen shape. |
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| 89 | * @param max Another corner of the screen shape. |
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| 90 | */ |
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| 91 | void ScreenDome::getBoundingBox(gmtl::Vec3f& min, gmtl::Vec3f& max) |
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| 92 | { |
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| 93 | min.set(-m_radius, -m_radius, 0.0); |
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| 94 | max.set(m_radius, m_radius, m_radius); |
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| 95 | } |
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| 96 | |
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| 97 | /** |
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| 98 | * Restore the screen shape from XML data. |
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| 99 | * |
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| 100 | * @param element Parent XML element of the screen shape data. |
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| 101 | */ |
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| 102 | bool ScreenDome::initFromDOMElement(const QDomElement& element) |
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| 103 | { |
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| 104 | // don't notify redrawing by each restoring step |
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| 105 | if (!element.isNull()) |
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| 106 | { |
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| 107 | m_radius = element.attribute("radius").toFloat(); |
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| 108 | m_elevResolution = element.attribute("elevResolution").toInt(); |
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| 109 | m_azimResolution = element.attribute("azimResolution").toInt(); |
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| 110 | m_subdiv = element.attribute("subdivision").toInt(); |
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| 111 | m_bFullDome= element.attribute("fullDome")=="true"; |
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| 112 | // if change |
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| 113 | notifyRedraw(); |
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| 114 | } |
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| 115 | |
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| 116 | return true; // todo: secure this function and return false on any critical error |
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| 117 | } |
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| 118 | |
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| 119 | /** |
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| 120 | * Store the current screen shape as XML data. |
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| 121 | * |
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| 122 | * @param name XML node name of the data. |
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| 123 | * @param doc XML document to store the data. |
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| 124 | * @return Current screen shape data as XML data. |
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| 125 | */ |
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| 126 | QDomElement ScreenDome::domElement(const QString& name, QDomDocument& doc) const |
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| 127 | { |
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| 128 | QDomElement de = doc.createElement(name); |
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| 129 | de.setAttribute("name", getName()); |
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| 130 | de.setAttribute("radius", m_radius); |
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| 131 | de.setAttribute("elevResolution", m_elevResolution); |
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| 132 | de.setAttribute("azimResolution", m_azimResolution); |
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| 133 | de.setAttribute("subdivision", m_subdiv); |
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| 134 | de.setAttribute("fullDome", m_bFullDome?"true":"false"); |
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| 135 | |
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| 136 | return de; |
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| 137 | } |
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| 138 | |
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| 139 | /** |
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| 140 | * Draw the shape model in inherited class. |
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| 141 | * |
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| 142 | * @param bFrame True to draw a wire frame mesh. False to draw as a polygon model. |
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| 143 | */ |
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| 144 | void ScreenDome::drawShape(bool bFrame) |
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| 145 | { |
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| 146 | if (!bFrame) |
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| 147 | { |
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| 148 | // draw as a polygon model |
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| 149 | double azimDelta = Math::PI / m_azimResolution / m_subdiv; |
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| 150 | double elevDelta = Math::PI / 2.0 / m_elevResolution / m_subdiv; |
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| 151 | if (m_bFullDome) azimDelta *= 2.0; |
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| 152 | for (unsigned int elevCount=0; elevCount<m_elevResolution*m_subdiv; ++elevCount) |
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| 153 | { |
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| 154 | glBegin(GL_QUAD_STRIP); |
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| 155 | for (unsigned int azimCount=0; azimCount<=m_azimResolution*m_subdiv; ++azimCount) |
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| 156 | { |
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| 157 | double nx, ny, nz; |
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| 158 | nx = cos(-azimDelta*azimCount) * cos(elevDelta*elevCount); |
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| 159 | ny = sin(elevDelta*elevCount); |
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| 160 | nz = sin(-azimDelta*azimCount) * cos(elevDelta*elevCount); |
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| 161 | glNormal3d(-nx, -ny, -nz); |
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| 162 | glVertex3d(m_radius * nx, m_radius * ny, m_radius * nz); |
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| 163 | nx = cos(-azimDelta*azimCount) * cos(elevDelta*(elevCount+1)); |
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| 164 | ny = sin(elevDelta*(elevCount+1)); |
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| 165 | nz = sin(-azimDelta*azimCount) * cos(elevDelta*(elevCount+1)); |
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| 166 | glNormal3d(-nx, -ny, -nz); |
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| 167 | glVertex3d(m_radius * nx, m_radius * ny, m_radius * nz); |
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| 168 | } |
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| 169 | glEnd(); |
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| 170 | } |
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| 171 | } |
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| 172 | else |
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| 173 | { |
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| 174 | // draw as a wire frame model |
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| 175 | |
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| 176 | double azimDelta = Math::PI / m_azimResolution / m_subdiv; |
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| 177 | double elevDelta = Math::PI / 2.0 / m_elevResolution / m_subdiv; |
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| 178 | if (m_bFullDome) azimDelta *= 2.0; |
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| 179 | for (unsigned int elevCount=0; elevCount<m_elevResolution; ++elevCount) |
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| 180 | { |
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| 181 | for (unsigned int azimCount=0; azimCount<m_azimResolution; ++azimCount) |
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| 182 | { |
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| 183 | int subElevCount, subAzimCount; |
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| 184 | glBegin(GL_POLYGON); |
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| 185 | for (subElevCount=0; subElevCount<m_subdiv; ++subElevCount) { |
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| 186 | double nx, ny, nz; |
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| 187 | nx = cos(-azimDelta*azimCount*m_subdiv) * cos(elevDelta*(elevCount*m_subdiv+subElevCount)); |
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| 188 | ny = sin(elevDelta*(elevCount*m_subdiv+subElevCount)); |
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| 189 | nz = sin(-azimDelta*azimCount*m_subdiv) * cos(elevDelta*(elevCount*m_subdiv+subElevCount)); |
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| 190 | glNormal3d(-nx, -ny, -nz); |
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| 191 | glVertex3d(m_radius * nx, m_radius * ny, m_radius * nz); |
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| 192 | } |
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| 193 | for (subAzimCount=0; subAzimCount<m_subdiv; ++subAzimCount) { |
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| 194 | double nx, ny, nz; |
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| 195 | nx = cos(-azimDelta*(azimCount*m_subdiv+subAzimCount)) * cos(elevDelta*(elevCount+1)*m_subdiv); |
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| 196 | ny = sin(elevDelta*(elevCount+1)*m_subdiv); |
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| 197 | nz = sin(-azimDelta*(azimCount*m_subdiv+subAzimCount)) * cos(elevDelta*(elevCount+1)*m_subdiv); |
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| 198 | glNormal3d(-nx, -ny, -nz); |
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| 199 | glVertex3d(m_radius * nx, m_radius * ny, m_radius * nz); |
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| 200 | } |
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| 201 | for (subElevCount=0; subElevCount<m_subdiv; ++subElevCount) { |
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| 202 | double nx, ny, nz; |
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| 203 | nx = cos(-azimDelta*(azimCount+1)*m_subdiv) * cos(elevDelta*((elevCount+1)*m_subdiv-subElevCount)); |
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| 204 | ny = sin(elevDelta*((elevCount+1)*m_subdiv-subElevCount)); |
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| 205 | nz = sin(-azimDelta*(azimCount+1)*m_subdiv) * cos(elevDelta*((elevCount+1)*m_subdiv-subElevCount)); |
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| 206 | glNormal3d(-nx, -ny, -nz); |
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| 207 | glVertex3d(m_radius * nx, m_radius * ny, m_radius * nz); |
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| 208 | } |
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| 209 | for (subAzimCount=0; subAzimCount<m_subdiv; ++subAzimCount) { |
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| 210 | double nx, ny, nz; |
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| 211 | nx = cos(-azimDelta*((azimCount+1)*m_subdiv-subAzimCount)) * cos(elevDelta*elevCount*m_subdiv); |
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| 212 | ny = sin(elevDelta*elevCount*m_subdiv); |
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| 213 | nz = sin(-azimDelta*((azimCount+1)*m_subdiv-subAzimCount)) * cos(elevDelta*elevCount*m_subdiv); |
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| 214 | glNormal3d(-nx, -ny, -nz); |
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| 215 | glVertex3d(m_radius * nx, m_radius * ny, m_radius * nz); |
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| 216 | } |
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| 217 | glEnd(); |
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| 218 | } |
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| 219 | } |
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| 220 | } |
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| 221 | } |
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