Qt 3D 图形设计

1、新建类继承于QGLWidget

#ifndef TETRAHEDRON_H

#define TETRAHEDRON_H
#include <QObject>
#include <QGLWidget>
#include <QMouseEvent>
class Tetrahedron : public QGLWidget
{
    Q_OBJECT
public:
    explicit Tetrahedron(QWidget *parent = 0);
protected:
    void initializeGL();
    void resizeGL(int width, int height);
    void paintGL();
    void mousePressEvent(QMouseEvent *event);
    void mouseMoveEvent(QMouseEvent *event);
    void mouseDoubleClickEvent(QMouseEvent *event);
private:
    void draw();
    int faceAtPosition(const QPoint &pos);
    GLfloat rotationX;
    GLfloat rotationY;
    GLfloat rotationZ;
    QColor faceColors[4];
    QPoint lastPos;
signals:
public slots:
};
#endif // TETRAHEDRON_H


2、重写这几个函数

protected:
    void initializeGL();
    void resizeGL(int width, int height);
    void paintGL();
    void mousePressEvent(QMouseEvent *event);
    void mouseMoveEvent(QMouseEvent *event);
    void mouseDoubleClickEvent(QMouseEvent *event);

Tetrahedron::Tetrahedron(QWidget*parent):
    QGLWidget(parent)
{
    rotationX = -21.0;
    rotationY = -57.0;
    rotationZ = 0.0;
    faceColors[0] = Qt::red;
    faceColors[1] = Qt::green;
    faceColors[2] = Qt::blue;
    faceColors[3] = Qt::yellow;
}
void Tetrahedron::initializeGL()
{
    qglClearColor(Qt::black);
    glShadeModel(GL_FLAT);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
}
void Tetrahedron::resizeGL(int width, int height)
{
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    GLfloat x = GLfloat(width)/height;
    glFrustum(-x, +x, -1.0, +1.0, 4.0, 15.0);
    glMatrixMode(GL_MODELVIEW);
}

3、在paintGL()函数体重绘制自己的图形;

void Tetrahedron::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    draw();
}
void Tetrahedron::draw()
{
    static const GLfloat P1[3] = {0.0, -1.0, +2.0};
    static const GLfloat P2[3] = {+1.73205081, -1.0, -1.0};
    static const GLfloat P3[3] = {-1.73205081, -1.0, -1.0};
    static const GLfloat P4[3] = {0.0, +2.0, 0.0};
    static const GLfloat * const coords[4][3] = {
        {P1, P2, P3}, {P1, P3, P4}, {P1, P4, P2}, {P2, P4, P3}
    };
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0, 0.0, -10.0);
    glRotatef(rotationX, 1.0, 0.0, 0.0);
    glRotatef(rotationY, 0.0, 1.0, 0.0);
    glRotatef(rotationZ, 0.0, 0.0, 1.0);
    for (int i=0; i < 4; ++i){
        glLoadName(i);
        glBegin(GL_TRIANGLES);
        qglColor(faceColors[i]);
        for(int j = 0; j < 3; ++j){
            glVertex3f(coords[i][j][0], coords[i][j][1],
                       coords[i][j][2]);
        }
        glEnd();
    }
}

4、鼠标事件响应


void Tetrahedron::mousePressEvent(QMouseEvent *event)
{
    lastPos = event->pos();
}
void Tetrahedron::mouseMoveEvent(QMouseEvent *event)
{
    GLfloat dx = GLfloat(event->x() - lastPos.x())/ width();
    GLfloat dy = GLfloat(event->x() - lastPos.x())/ height();
    if (event->buttons() & Qt::LeftButton) {
        rotationX += 180 *dy;
        rotationY += 180 *dx;
        updateGL();
    } else if (event->buttons() & Qt::RightButton){
        rotationX += 180 *dy;
        rotationZ += 180 *dx;
        updateGL();
    }
    lastPos = event->pos();
}
void Tetrahedron::mouseDoubleClickEvent(QMouseEvent *event)
{
    int face = faceAtPosition(event->pos());
    if (face != -1) {
        QColor color = QColorDialog::getColor(faceColors[face], this);
        if(color.isValid()) {
            faceColors[face] = color;
            updateGL();
        }
    }
}
int Tetrahedron::faceAtPosition(const QPoint &pos)
{
    const int MaxSize = 512;
    GLuint buffer[MaxSize];
    GLint viewport[4];
    makeCurrent();
    glGetIntegerv(GL_VIEWPORT, viewport);
    glSelectBuffer(MaxSize, buffer);
    glRenderMode(GL_SELECT);
    glInitNames();
    glPushName(0);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    gluPickMatrix(GLdouble(pos.x()), GLdouble(viewport[3] - pos.y()),
                  5.0, 5.0, viewport);
    GLfloat x = GLfloat(width()) / height();
    glFrustum(-x, x, -1.0, 1.0, 4.0, 15.0);
    draw();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    if (!glRenderMode(GL_RENDER))
        return -1;
    return buffer[3];
}





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