#include "MapView3D.h" #include "../model/MapModelElement.h" #include "../model/MapModel.h" #include "../3DGrid/GridModel.h" #include "../3DGrid/GridRenderer.h" MapView3D::MapView3D(QWidget *parent) : QGLWidget(parent) { rot.x = 45; rot.y = 0; rot.z = 45; center.x = 0; center.y = 0; center.z = 0; scale.x = 0.05f; scale.y = 0.05f; scale.z = 0.05f; } void MapView3D::initializeGL() { //setFormat(QGLFormat(QGL::SampleBuffers)); QGLWidget::initializeGL(); // culling, lighting, depth-test, ... glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); glEnable(GL_MULTISAMPLE); // glEnable(GL_LINE_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); GLfloat light0_position [] = {+5, 5, +5, 1}; GLfloat light1_position [] = {-5, 5, -5, 1}; glLightfv ( GL_LIGHT0, GL_POSITION, light0_position ); glLightfv ( GL_LIGHT1, GL_POSITION, light1_position ); GLfloat light_diffuse []={ 0.7, 0.7, 0.7, 1.0 }; glLightfv ( GL_LIGHT0, GL_DIFFUSE, light_diffuse ); glLightfv ( GL_LIGHT1, GL_DIFFUSE, light_diffuse ); // otherwise scaling the scene kills lighting normals! glEnable(GL_NORMALIZE); // allow using glColor3(r,g,b) glEnable(GL_COLOR_MATERIAL); // GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; // GLfloat mat_shininess[] = { 50.0 }; // glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); // glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); // background color qglClearColor(Qt::white); } void MapView3D::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // 3) scale glScalef(scale.x, scale.y, scale.z); // 2) rotate around center glRotatef(rot.x, 1.0, 0.0, 0.0); glRotatef(rot.z, 0.0, 1.0, 0.0); glRotatef(rot.y, 0.0, 0.0, 1.0); // 1) post translate (mouse moving) glTranslatef(center.x, center.z, center.y); // 0) swap the y axis //glScalef(+1, -1, +1); // // 1) translate into center // glTranslatef(tra.x, tra.y, tra.z); draw(); } void MapView3D::resizeGL(int width, int height) { //int side = qMin(width, height); //glViewport((width - side) / 2, (height - side) / 2, side, side); glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifdef QT_OPENGL_ES_1 //glOrthof(-2, +2, -2, +2, 1.0, 15.0); #else //glOrtho(-2, +2, -2, +2, 1.0, 25.0); //glFrustum(-1,1, -1,1, 0.1,20); viewport.size.x = 2.0f; viewport.size.y = 2.0f * height / width; const float w = viewport.size.x; const float h = viewport.size.y; glOrtho(-w, +w, -h, +h, -20, +20); //glFrustum(+w, -w, -h, +h, -20, +20); #endif glMatrixMode(GL_MODELVIEW); } void MapView3D::mousePressEvent(QMouseEvent* e) { mouse.btn = e->button(); mouse.x = e->x(); mouse.y = e->y(); update(); } void MapView3D::mouseMoveEvent(QMouseEvent* e) { float dx = mouse.x - e->x(); float dy = mouse.y - e->y(); if (mouse.btn == 1) { rot.z -= dx/2.0f; // upward rot.x -= dy/2.0f; } else if (mouse.btn == 4) { Point3 vec(-dx / width() * 2 * viewport.size.x, 0, dy / height() * 2 * viewport.size.y); vec = vec.rot(rot.x/180*M_PI, rot.y/180*M_PI, rot.z/180*M_PI); vec /= scale; center += vec; } mouse.x = e->x(); mouse.y = e->y(); update(); } void MapView3D::mouseReleaseEvent(QMouseEvent* e) { update(); } void MapView3D::wheelEvent(QWheelEvent* e) { float f = e->delta() / 120.0f; scale *= (f > 0) ? (2) : (0.5); update(); } void MapView3D::showFloorplan() { if (gridModel) {delete gridModel; gridModel = nullptr;} update(); } void MapView3D::showGrid() { if (gridModel) {delete gridModel; gridModel = nullptr;} GridModel* gm = new GridModel(); Floorplan::IndoorMap* im = getModel()->getMap(); gm->rebuild(im); this->gridModel = gm; update(); } void MapView3D::draw() { if (gridModel) { // show grid GridRenderer renderer(gridModel->getGrid()); renderer.paintGL(); } else { // show floorplan for (MapModelElement* el : getModel()->getVisibleElements()) { if (el->getMV3D()) {el->getMV3D()->paintGL();} } } }