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+/****************************************************************************
+**
+** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
+**
+** This file is part of an example program for TQt. This example
+** program may be used, distributed and modified without limitation.
+**
+*****************************************************************************/
+
+/****************************************************************************
+**
+** This is a simple TQGLWidget displaying a box
+**
+** The OpenGL code is mostly borrowed from Brian Pauls "spin" example
+** in the Mesa distribution
+**
+****************************************************************************/
+
+#include <math.h>
+
+#include "glbox.h"
+
+#if defined(Q_CC_MSVC)
+#pragma warning(disable:4305) // init: truncation from const double to float
+#endif
+
+/*!
+ Create a GLBox widget
+*/
+
+GLBox::GLBox( TQWidget* parent, const char* name, const TQGLWidget* shareWidget )
+ : TQGLWidget( parent, name, shareWidget )
+{
+ xRot = yRot = zRot = 0.0; // default object rotation
+ scale = 1.5; // default object scale
+}
+
+
+/*!
+ Create a GLBox widget
+*/
+
+GLBox::GLBox( const TQGLFormat& format, TQWidget* parent, const char* name,
+ const TQGLWidget* shareWidget )
+ : TQGLWidget( format, parent, name, shareWidget )
+{
+ xRot = yRot = zRot = 0.0; // default object rotation
+ scale = 1.5; // default object scale
+}
+
+
+/*!
+ Release allocated resources
+*/
+
+GLBox::~GLBox()
+{
+}
+
+
+/*!
+ Set up the OpenGL rendering state, and define display list
+*/
+
+void GLBox::initializeGL()
+{
+ qglClearColor( green ); // Let OpenGL clear to green
+ object = makeObject(); // Make display list
+ glEnable( GL_DEPTH_TEST );
+}
+
+
+/*!
+ Set up the OpenGL view port, matrix mode, etc.
+*/
+
+void GLBox::resizeGL( int w, int h )
+{
+ glViewport( 0, 0, (GLint)w, (GLint)h );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0);
+}
+
+
+/*!
+ Paint the box. The actual openGL commands for drawing the box are
+ performed here.
+*/
+
+void GLBox::paintGL()
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -3.0 );
+ glScalef( scale, scale, scale );
+
+ glRotatef( xRot, 1.0, 0.0, 0.0 );
+ glRotatef( yRot, 0.0, 1.0, 0.0 );
+ glRotatef( zRot, 0.0, 0.0, 1.0 );
+
+ glCallList( object );
+}
+
+
+
+
+
+
+/*!
+ Generate an OpenGL display list for the object to be shown, i.e. the box
+*/
+
+GLuint GLBox::makeObject()
+{
+ GLuint list;
+
+ list = glGenLists( 1 );
+
+ glNewList( list, GL_COMPILE );
+
+ GLint i, j, rings, sides;
+ float theta1, phi1, theta2, phi2;
+ float v0[03], v1[3], v2[3], v3[3];
+ float t0[03], t1[3], t2[3], t3[3];
+ float n0[3], n1[3], n2[3], n3[3];
+ float innerRadius=0.4;
+ float outerRadius=0.8;
+ float scalFac;
+ double pi = 3.14159265358979323846;
+
+ rings = 8;
+ sides = 10;
+ scalFac=1/(outerRadius*2);
+
+ for (i = 0; i < rings; i++) {
+ theta1 = (float)i * 2.0 * pi / rings;
+ theta2 = (float)(i + 1) * 2.0 * pi / rings;
+ for (j = 0; j < sides; j++) {
+ phi1 = (float)j * 2.0 * pi / sides;
+ phi2 = (float)(j + 1) * 2.0 * pi / sides;
+
+ v0[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi1));
+ v0[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi1));
+ v0[2] = innerRadius * sin(phi1);
+
+ v1[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi1));
+ v1[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi1));
+ v1[2] = innerRadius * sin(phi1);
+ v2[0] = cos(theta2) * (outerRadius + innerRadius * cos(phi2));
+ v2[1] = -sin(theta2) * (outerRadius + innerRadius * cos(phi2));
+ v2[2] = innerRadius * sin(phi2);
+
+ v3[0] = cos(theta1) * (outerRadius + innerRadius * cos(phi2));
+ v3[1] = -sin(theta1) * (outerRadius + innerRadius * cos(phi2));
+ v3[2] = innerRadius * sin(phi2);
+
+ n0[0] = cos(theta1) * (cos(phi1));
+ n0[1] = -sin(theta1) * (cos(phi1));
+ n0[2] = sin(phi1);
+
+ n1[0] = cos(theta2) * (cos(phi1));
+ n1[1] = -sin(theta2) * (cos(phi1));
+ n1[2] = sin(phi1);
+
+ n2[0] = cos(theta2) * (cos(phi2));
+ n2[1] = -sin(theta2) * (cos(phi2));
+ n2[2] = sin(phi2);
+
+ n3[0] = cos(theta1) * (cos(phi2));
+ n3[1] = -sin(theta1) * (cos(phi2));
+ n3[2] = sin(phi2);
+
+ t0[0] = v0[0]*scalFac + 0.5;
+ t0[1] = v0[1]*scalFac + 0.5;
+ t0[2] = v0[2]*scalFac + 0.5;
+
+ t1[0] = v1[0]*scalFac + 0.5;
+ t1[1] = v1[1]*scalFac + 0.5;
+ t1[2] = v1[2]*scalFac + 0.5;
+
+ t2[0] = v2[0]*scalFac + 0.5;
+ t2[1] = v2[1]*scalFac + 0.5;
+ t2[2] = v2[2]*scalFac + 0.5;
+
+ t3[0] = v3[0]*scalFac + 0.5;
+ t3[1] = v3[1]*scalFac + 0.5;
+ t3[2] = v3[2]*scalFac + 0.5;
+
+ // Create blue-black checkered coloring
+ if ( (i+j) % 2 )
+ qglColor( black );
+ else
+ qglColor( TQColor( "steelblue" ) );
+
+ glBegin(GL_POLYGON);
+ glNormal3fv(n3); glTexCoord3fv(t3); glVertex3fv(v3);
+ glNormal3fv(n2); glTexCoord3fv(t2); glVertex3fv(v2);
+ glNormal3fv(n1); glTexCoord3fv(t1); glVertex3fv(v1);
+ glNormal3fv(n0); glTexCoord3fv(t0); glVertex3fv(v0);
+ glEnd();
+ }
+ }
+ glEndList();
+
+ return list;
+}
+
+
+/*!
+ Set the rotation angle of the object to \e degrees around the X axis.
+*/
+
+void GLBox::setXRotation( int degrees )
+{
+ xRot = (GLfloat)(degrees % 360);
+ updateGL();
+}
+
+
+/*!
+ Set the rotation angle of the object to \e degrees around the Y axis.
+*/
+
+void GLBox::setYRotation( int degrees )
+{
+ yRot = (GLfloat)(degrees % 360);
+ updateGL();
+}
+
+
+/*!
+ Set the rotation angle of the object to \e degrees around the Z axis.
+*/
+
+void GLBox::setZRotation( int degrees )
+{
+ zRot = (GLfloat)(degrees % 360);
+ updateGL();
+}
+
+
+
+
+/*!
+ Sets the rotation angles of this object to that of \a fromBox
+*/
+
+void GLBox::copyRotation( const GLBox& fromBox )
+{
+ xRot = fromBox.xRot;
+ yRot = fromBox.yRot;
+ zRot = fromBox.zRot;
+}