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author | Timothy Pearson <[email protected]> | 2011-12-18 03:08:08 -0600 |
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committer | Timothy Pearson <[email protected]> | 2011-12-18 03:08:08 -0600 |
commit | bcc95cd92ca12c1783464b8ada6816d430dc0e98 (patch) | |
tree | 4701c447365db5392df0174b4bb00b5b5c369da4 /PerlQt/examples/opengl/gear | |
download | libtqt-perl-bcc95cd92ca12c1783464b8ada6816d430dc0e98.tar.gz libtqt-perl-bcc95cd92ca12c1783464b8ada6816d430dc0e98.zip |
Initial import of libqt-perl (not yet TQt compatible)
Diffstat (limited to 'PerlQt/examples/opengl/gear')
-rw-r--r-- | PerlQt/examples/opengl/gear/gear | 267 |
1 files changed, 267 insertions, 0 deletions
diff --git a/PerlQt/examples/opengl/gear/gear b/PerlQt/examples/opengl/gear/gear new file mode 100644 index 0000000..2edc951 --- /dev/null +++ b/PerlQt/examples/opengl/gear/gear @@ -0,0 +1,267 @@ +#!/usr/bin/perl -w +# +# Draws a gear. +# +# This code is originally from Qt-1.44, by Troll Tech +# +# Portions of this code have been borrowed from Brian Paul's Mesa +# distribution. +# + +package GearWidget; +use OpenGL qw(:all); + +use Qt; +use Qt::attributes qw( + gear1 + gear2 + gear3 + view_rotx + view_roty + view_rotz + angle +); + +use Qt::isa qw(Qt::GLWidget); + +# +# Draw a gear wheel. You'll probably want to call this function when +# building a display list since we do a lot of trig here. +# +# Input: inner_radius - radius of hole at center +# outer_radius - radius at center of teeth +# width - width of gear +# teeth - number of teeth +# tooth_depth - depth of tooth +# + +sub gear { + my($inner_radius, $outer_radius, $width, $teeth, $tooth_depth) = @_; + my $i; + my($r0, $r1, $r2); + my($angle, $da); + my($u, $v, $len); + + $r0 = $inner_radius; + $r1 = $outer_radius - $tooth_depth/2.0; + $r2 = $outer_radius + $tooth_depth/2.0; + + my $pi = 3.141592654; + $da = 2.0*$pi / $teeth / 4.0; + + glShadeModel(GL_FLAT); + + glNormal3f(0.0, 0.0, 1.0); + + # draw front face + glBegin(GL_QUAD_STRIP); + for $i (0 .. $teeth) { + $angle = $i * 2.0*$pi / $teeth; + glVertex3f($r0*cos($angle), $r0*sin($angle), $width*0.5); + glVertex3f($r1*cos($angle), $r1*sin($angle), $width*0.5); + glVertex3f($r0*cos($angle), $r0*sin($angle), $width*0.5); + glVertex3f($r1*cos($angle+3*$da), $r1*sin($angle+3*$da), $width*0.5); + } + glEnd(); + + # draw front sides of teeth + glBegin(GL_QUADS); + $da = 2.0*$pi / $teeth / 4.0; + for $i (0 .. $teeth-1) { + $angle = $i * 2.0*$pi / $teeth; + + glVertex3f($r1*cos($angle), $r1*sin($angle), $width*0.5); + glVertex3f($r2*cos($angle+$da), $r2*sin($angle+$da), $width*0.5); + glVertex3f($r2*cos($angle+2*$da), $r2*sin($angle+2*$da), $width*0.5); + glVertex3f($r1*cos($angle+3*$da), $r1*sin($angle+3*$da), $width*0.5); + } + glEnd(); + + + glNormal3f(0.0, 0.0, -1.0); + + # draw back face + glBegin(GL_QUAD_STRIP); + for $i (0 .. $teeth) { + $angle = $i * 2.0*$pi / $teeth; + glVertex3f($r1*cos($angle), $r1*sin($angle), -$width*0.5); + glVertex3f($r0*cos($angle), $r0*sin($angle), -$width*0.5); + glVertex3f($r1*cos($angle+3*$da), $r1*sin($angle+3*$da), -$width*0.5); + glVertex3f($r0*cos($angle), $r0*sin($angle), -$width*0.5); + } + glEnd(); + + # draw back sides of teeth + glBegin(GL_QUADS); + $da = 2.0*$pi / $teeth / 4.0; + for $i (0 .. $teeth-1) { + $angle = $i * 2.0*$pi / $teeth; + + glVertex3f($r1*cos($angle+3*$da), $r1*sin($angle+3*$da), -$width*0.5); + glVertex3f($r2*cos($angle+2*$da), $r2*sin($angle+2*$da), -$width*0.5); + glVertex3f($r2*cos($angle+$da), $r2*sin($angle+$da), -$width*0.5); + glVertex3f($r1*cos($angle), $r1*sin($angle), -$width*0.5); + } + glEnd(); + + # draw outward faces of teeth + glBegin(GL_QUAD_STRIP); + for $i (0 .. $teeth-1) { + $angle = $i * 2.0*$pi / $teeth; + + glVertex3f($r1*cos($angle), $r1*sin($angle), $width*0.5); + glVertex3f($r1*cos($angle), $r1*sin($angle), -$width*0.5); + $u = $r2*cos($angle+$da) - $r1*cos($angle); + $v = $r2*sin($angle+$da) - $r1*sin($angle); + $len = sqrt($u*$u + $v*$v); + $u /= $len; + $v /= $len; + glNormal3f($v, -$u, 0.0); + glVertex3f($r2*cos($angle+$da), $r2*sin($angle+$da), $width*0.5); + glVertex3f($r2*cos($angle+$da), $r2*sin($angle+$da), -$width*0.5); + glNormal3f(cos($angle), sin($angle), 0.0); + glVertex3f($r2*cos($angle+2*$da), $r2*sin($angle+2*$da), $width*0.5); + glVertex3f($r2*cos($angle+2*$da), $r2*sin($angle+2*$da), -$width*0.5); + $u = $r1*cos($angle+3*$da) - $r2*cos($angle+2*$da); + $v = $r1*sin($angle+3*$da) - $r2*sin($angle+2*$da); + glNormal3f($v, -$u, 0.0); + glVertex3f($r1*cos($angle+3*$da), $r1*sin($angle+3*$da), $width*0.5); + glVertex3f($r1*cos($angle+3*$da), $r1*sin($angle+3*$da), -$width*0.5); + glNormal3f(cos($angle), sin($angle), 0.0); + } + + glVertex3f($r1*cos(0.0), $r1*sin(0.0), $width*0.5); + glVertex3f($r1*cos(0.0), $r1*sin(0.0), -$width*0.5); + + glEnd(); + + + glShadeModel(GL_SMOOTH); + + # draw inside radius cylinder + glBegin(GL_QUAD_STRIP); + for $i (0 .. $teeth) { + $angle = $i * 2.0*$pi / $teeth; + glNormal3f(-cos($angle), -sin($angle), 0.0); + glVertex3f($r0*cos($angle), $r0*sin($angle), -$width*0.5); + glVertex3f($r0*cos($angle), $r0*sin($angle), $width*0.5); + } + glEnd(); +} + + + +sub draw { + angle += 2.0; + view_roty += 1.0; + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(view_rotx, 1.0, 0.0, 0.0); + glRotatef(view_roty, 0.0, 1.0, 0.0); + glRotatef(view_rotz, 0.0, 0.0, 1.0); + + glPushMatrix(); + glTranslatef(-3.0, -2.0, 0.0); + glRotatef(angle, 0.0, 0.0, 1.0); + glCallList(gear1); + glPopMatrix(); + + glPushMatrix(); + glTranslatef(3.1, -2.0, 0.0); + glRotatef(-2.0*angle-9.0, 0.0, 0.0, 1.0); + glCallList(gear2); + glPopMatrix(); + + glPushMatrix(); + glTranslatef(-3.1, 2.2, -1.8); + glRotatef(90.0, 1.0, 0.0, 0.0); + glRotatef(2.0*angle-2.0, 0.0, 0.0, 1.0); + glCallList(gear3); + glPopMatrix(); + + glPopMatrix(); +} + +sub NEW { + shift->SUPER::NEW(@_); + this->startTimer(10); + view_rotx = 20.0; + view_roty = 30.0; + view_rotz = 0.0; + angle = 0.0; +} + +sub initializeGL { + my $pos = [ 5.0, 5.0, 10.0, 1.0 ]; + my $red = [ 0.8, 0.1, 0.0, 1.0 ]; + my $green = [ 0.0, 0.8, 0.2, 1.0 ]; + my $blue = [ 0.2, 0.2, 1.0, 1.0 ]; + + glLightfv_p(GL_LIGHT0, GL_POSITION, @$pos); + glEnable(GL_CULL_FACE); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_DEPTH_TEST); + + # make the gears + gear1 = glGenLists(1); + glNewList(gear1, GL_COMPILE); + glMaterialfv_p(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, @$red); + gear(1.0, 4.0, 1.0, 20, 0.7); + glEndList(); + + gear2 = glGenLists(1); + glNewList(gear2, GL_COMPILE); + glMaterialfv_p(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, @$green); + gear(0.5, 2.0, 2.0, 10, 0.7); + glEndList(); + + gear3 = glGenLists(1); + glNewList(gear3, GL_COMPILE); + glMaterialfv_p(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, @$blue); + gear(1.3, 2.0, 0.5, 10, 0.7); + glEndList(); + + glEnable(GL_NORMALIZE); +} + +sub resizeGL { + my($width, $height) = @_; + my $w = $width / $height; + my $h = 1.0; + + glViewport(0, 0, $width, $height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-$w, $w, -$h, $h, 5.0, 60.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -40.0); +} + +sub paintGL { + draw(); +} + +sub timerEvent { + updateGL(); +} + +package main; + +use Qt; +use GearWidget; + +$app = Qt::Application(\@ARGV); + +if(!Qt::GLFormat::hasOpenGL()) { + warn("This system has no OpenGL support. Exiting."); + exit -1; +} + +$w = GearWidget; +$app->setMainWidget($w); +$w->show; +exit $app->exec; |