goat3d

annotate goatview/src/goatview.cc @ 76:9785847d52d4

bounding boxes calculation (untested) and automatic camera placement in goatview
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 08 May 2014 13:43:45 +0300
parents 76dea247f75c
children 53ea5b25426e
rev   line source
nuclear@76 1 #include <QtOpenGL/QtOpenGL>
nuclear@75 2 #include <GL/glu.h>
nuclear@76 3 #include <vmath/vmath.h>
nuclear@73 4 #include "goatview.h"
nuclear@74 5 #include "goat3d.h"
nuclear@74 6
nuclear@74 7 goat3d *scene;
nuclear@75 8 QSettings *settings;
nuclear@75 9
nuclear@75 10 static long anim_time;
nuclear@75 11 static float cam_theta, cam_phi, cam_dist = 8;
nuclear@76 12 static float fov = 60.0;
nuclear@75 13
nuclear@76 14 bool load_scene(const char *fname)
nuclear@76 15 {
nuclear@76 16 if(scene) {
nuclear@76 17 goat3d_free(scene);
nuclear@76 18 }
nuclear@76 19 if(!(scene = goat3d_create()) || goat3d_load(scene, fname) == -1) {
nuclear@76 20 return false;
nuclear@76 21 }
nuclear@76 22
nuclear@76 23 float bmin[3], bmax[3];
nuclear@76 24 goat3d_get_bounds(scene, bmin, bmax);
nuclear@76 25 float bsize = (Vector3(bmax[0], bmax[1], bmax[2]) - Vector3(bmin[0], bmin[1], bmin[2])).length();
nuclear@76 26 cam_dist = bsize / tan(DEG_TO_RAD(fov) / 2.0) + bsize;
nuclear@76 27
nuclear@76 28 printf("bounds size: %f, cam_dist: %f\n", bsize, cam_dist);
nuclear@76 29 return true;
nuclear@76 30 }
nuclear@73 31
nuclear@73 32 GoatView::GoatView()
nuclear@73 33 {
nuclear@73 34 make_menu();
nuclear@73 35 make_dock();
nuclear@73 36 make_center();
nuclear@73 37
nuclear@73 38 statusBar();
nuclear@73 39
nuclear@73 40 setWindowTitle("GoatView");
nuclear@75 41 resize(settings->value("main/size", QSize(1024, 768)).toSize());
nuclear@75 42 move(settings->value("main/pos", QPoint(100, 100)).toPoint());
nuclear@73 43 }
nuclear@73 44
nuclear@73 45 GoatView::~GoatView()
nuclear@73 46 {
nuclear@73 47 }
nuclear@73 48
nuclear@75 49 void GoatView::closeEvent(QCloseEvent *ev)
nuclear@75 50 {
nuclear@75 51 settings->setValue("main/size", size());
nuclear@75 52 settings->setValue("main/pos", pos());
nuclear@75 53 }
nuclear@75 54
nuclear@73 55 bool GoatView::make_menu()
nuclear@73 56 {
nuclear@73 57 QMenu *menu_file = menuBar()->addMenu("&File");
nuclear@73 58
nuclear@73 59 QAction *act_open_sce = new QAction("&Open Scene", this);
nuclear@73 60 act_open_sce->setShortcuts(QKeySequence::Open);
nuclear@73 61 connect(act_open_sce, &QAction::triggered, this, &GoatView::open_scene);
nuclear@73 62 menu_file->addAction(act_open_sce);
nuclear@73 63
nuclear@73 64 QAction *act_open_anm = new QAction("Open &Animation", this);
nuclear@73 65 connect(act_open_anm, &QAction::triggered, this, &GoatView::open_anim);
nuclear@73 66 menu_file->addAction(act_open_anm);
nuclear@73 67
nuclear@73 68 QAction *act_quit = new QAction("&Quit", this);
nuclear@73 69 act_quit->setShortcuts(QKeySequence::Quit);
nuclear@73 70 connect(act_quit, &QAction::triggered, [&](){qApp->quit();});
nuclear@73 71 menu_file->addAction(act_quit);
nuclear@73 72 return true;
nuclear@73 73 }
nuclear@73 74
nuclear@73 75 bool GoatView::make_dock()
nuclear@73 76 {
nuclear@73 77 // ---- side-dock ----
nuclear@73 78 QWidget *dock_cont = new QWidget;
nuclear@73 79 QVBoxLayout *dock_vbox = new QVBoxLayout;
nuclear@73 80 dock_cont->setLayout(dock_vbox);
nuclear@73 81
nuclear@73 82 QPushButton *bn_quit = new QPushButton("quit");
nuclear@73 83 dock_vbox->addWidget(bn_quit);
nuclear@73 84 connect(bn_quit, &QPushButton::clicked, [&](){qApp->quit();});
nuclear@73 85
nuclear@73 86 QDockWidget *dock = new QDockWidget("Scene graph", this);
nuclear@73 87 dock->setAllowedAreas(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea);
nuclear@73 88 dock->setWidget(dock_cont);
nuclear@73 89 addDockWidget(Qt::LeftDockWidgetArea, dock);
nuclear@73 90
nuclear@73 91 // ---- bottom dock ----
nuclear@73 92 dock_cont = new QWidget;
nuclear@73 93 QHBoxLayout *dock_hbox = new QHBoxLayout;
nuclear@73 94 dock_cont->setLayout(dock_hbox);
nuclear@73 95
nuclear@73 96 QSlider *slider_time = new QSlider(Qt::Orientation::Horizontal);
nuclear@73 97 slider_time->setDisabled(true);
nuclear@73 98 dock_hbox->addWidget(slider_time);
nuclear@73 99
nuclear@73 100 dock = new QDockWidget("Animation", this);
nuclear@73 101 dock->setAllowedAreas(Qt::BottomDockWidgetArea);
nuclear@73 102 dock->setWidget(dock_cont);
nuclear@73 103 addDockWidget(Qt::BottomDockWidgetArea, dock);
nuclear@73 104
nuclear@73 105 return true;
nuclear@73 106 }
nuclear@73 107
nuclear@73 108 bool GoatView::make_center()
nuclear@73 109 {
nuclear@73 110 GoatViewport *vport = new GoatViewport;
nuclear@73 111 setCentralWidget(vport);
nuclear@73 112 return true;
nuclear@73 113 }
nuclear@73 114
nuclear@73 115 void GoatView::open_scene()
nuclear@73 116 {
nuclear@74 117 std::string fname = QFileDialog::getOpenFileName(this, "Open scene file", "",
nuclear@74 118 "Goat3D Scene (*.goatsce);;All Files (*)").toStdString();
nuclear@74 119 if(fname.empty()) {
nuclear@74 120 statusBar()->showMessage("Abort: No file selected!");
nuclear@74 121 return;
nuclear@74 122 }
nuclear@74 123
nuclear@74 124 statusBar()->showMessage("opening scene file");
nuclear@76 125 if(!load_scene(fname.c_str())) {
nuclear@74 126 statusBar()->showMessage("failed to load scene file");
nuclear@74 127 }
nuclear@73 128 }
nuclear@73 129
nuclear@73 130 void GoatView::open_anim()
nuclear@73 131 {
nuclear@73 132 statusBar()->showMessage("opening animation...");
nuclear@73 133 }
nuclear@73 134
nuclear@73 135
nuclear@73 136 // ---- OpenGL viewport ----
nuclear@73 137 GoatViewport::GoatViewport()
nuclear@73 138 : QGLWidget(QGLFormat(QGL::DepthBuffer))
nuclear@73 139 {
nuclear@73 140 }
nuclear@73 141
nuclear@73 142 GoatViewport::~GoatViewport()
nuclear@73 143 {
nuclear@73 144 }
nuclear@73 145
nuclear@73 146 QSize GoatViewport::sizeHint() const
nuclear@73 147 {
nuclear@73 148 return QSize(800, 600);
nuclear@73 149 }
nuclear@73 150
nuclear@73 151 void GoatViewport::initializeGL()
nuclear@73 152 {
nuclear@75 153 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@73 154 }
nuclear@73 155
nuclear@73 156 void GoatViewport::resizeGL(int xsz, int ysz)
nuclear@73 157 {
nuclear@73 158 glViewport(0, 0, xsz, ysz);
nuclear@75 159 glMatrixMode(GL_PROJECTION);
nuclear@75 160 glLoadIdentity();
nuclear@75 161 gluPerspective(60.0, (float)xsz / (float)ysz, 0.5, 5000.0);
nuclear@73 162 }
nuclear@73 163
nuclear@75 164 static void draw_node(goat3d_node *node);
nuclear@75 165
nuclear@73 166 void GoatViewport::paintGL()
nuclear@73 167 {
nuclear@75 168 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@75 169
nuclear@75 170 glMatrixMode(GL_MODELVIEW);
nuclear@75 171 glLoadIdentity();
nuclear@75 172 glTranslatef(0, 0, -cam_dist);
nuclear@75 173 glRotatef(cam_phi, 1, 0, 0);
nuclear@75 174 glRotatef(cam_theta, 0, 1, 0);
nuclear@75 175
nuclear@75 176 if(scene) {
nuclear@75 177 int node_count = goat3d_get_node_count(scene);
nuclear@75 178 for(int i=0; i<node_count; i++) {
nuclear@75 179 goat3d_node *node = goat3d_get_node(scene, i);
nuclear@75 180 draw_node(node);
nuclear@75 181 }
nuclear@75 182 }
nuclear@73 183 }
nuclear@75 184
nuclear@75 185 static void draw_node(goat3d_node *node)
nuclear@75 186 {
nuclear@75 187 float xform[16];
nuclear@75 188 goat3d_get_node_matrix(node, xform, anim_time);
nuclear@75 189 glMultMatrixf(xform);
nuclear@75 190
nuclear@75 191 if(goat3d_get_node_type(node) == GOAT3D_NODE_MESH) {
nuclear@75 192 goat3d_mesh *mesh = (goat3d_mesh*)goat3d_get_node_object(node);
nuclear@75 193
nuclear@75 194 int num_faces = goat3d_get_mesh_face_count(mesh);
nuclear@75 195 int num_verts = goat3d_get_mesh_attrib_count(mesh, GOAT3D_MESH_ATTR_VERTEX);
nuclear@75 196
nuclear@75 197 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@75 198 glVertexPointer(3, GL_FLOAT, 0, goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_VERTEX));
nuclear@75 199
nuclear@75 200 float *data;
nuclear@75 201 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_NORMAL))) {
nuclear@75 202 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@75 203 glNormalPointer(GL_FLOAT, 0, data);
nuclear@75 204 }
nuclear@75 205 if((data = (float*)goat3d_get_mesh_attribs(mesh, GOAT3D_MESH_ATTR_TEXCOORD))) {
nuclear@75 206 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@75 207 glTexCoordPointer(2, GL_FLOAT, 0, data);
nuclear@75 208 }
nuclear@75 209
nuclear@75 210 int *indices;
nuclear@75 211 if((indices = goat3d_get_mesh_faces(mesh))) {
nuclear@75 212 glDrawElements(GL_TRIANGLES, num_faces * 3, GL_UNSIGNED_INT, indices);
nuclear@75 213 } else {
nuclear@75 214 glDrawArrays(GL_TRIANGLES, 0, num_verts * 3);
nuclear@75 215 }
nuclear@75 216
nuclear@75 217 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@75 218 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@75 219 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
nuclear@75 220 }
nuclear@75 221
nuclear@75 222 int num_child = goat3d_get_node_child_count(node);
nuclear@75 223 for(int i=0; i<num_child; i++) {
nuclear@75 224 draw_node(goat3d_get_node_child(node, i));
nuclear@75 225 }
nuclear@76 226 }