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-rw-r--r--pose-widget/glwidget.cpp199
1 files changed, 199 insertions, 0 deletions
diff --git a/pose-widget/glwidget.cpp b/pose-widget/glwidget.cpp
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+/* Copyright (c) 2013 Stanislaw Halik <sthalik@misaki.pl>
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ */
+
+#include "glwidget.h"
+#include <cmath>
+#include <algorithm>
+
+#include <QPainter>
+#include <QPaintEvent>
+
+GLWidget::GLWidget(QWidget *parent) : QWidget(parent)
+{
+ Q_INIT_RESOURCE(posewidget);
+
+ front = QImage(QString(":/images/side1.png"));
+ back = QImage(QString(":/images/side6.png"));
+ rotateBy(0, 0, 0);
+}
+
+GLWidget::~GLWidget()
+{
+}
+
+void GLWidget::paintEvent ( QPaintEvent * event ) {
+ QPainter p(this);
+ project_quad_texture();
+ p.drawImage(event->rect(), texture);
+}
+
+void GLWidget::rotateBy(double xAngle, double yAngle, double zAngle)
+{
+
+ double c1 = cos(yAngle / 57.295781);
+ double s1 = sin(yAngle / 57.295781);
+ double c2 = cos(xAngle / 57.295781);
+ double s2 = sin(xAngle / 57.295781);
+ double c3 = cos(zAngle / 57.295781);
+ double s3 = sin(zAngle / 57.295781);
+
+ double foo[] = {
+ c2*c3, -c2*s3, s2,
+ c1*s3+c3*s1*s2, c1*c3-s1*s2*s3, -c2*s1,
+ s1*s3-c1*c3*s2, c3*s1+c1*s2*s3, c1*c2,
+ };
+
+ for (int i = 0; i < 9; i++)
+ matrix[i] = foo[i];
+
+ update();
+}
+
+class Triangle {
+public:
+ Triangle(const Vec2f& p1,
+ const Vec2f& p2,
+ const Vec2f& p3)
+ {
+ origin = p1;
+ v0 = Vec2f(p3.x - p1.x, p3.y - p1.y);
+ v1 = Vec2f(p2.x - p1.x, p2.y - p1.y);
+ dot00 = dot(v0, v0);
+ dot01 = dot(v0, v1);
+ dot11 = dot(v1, v1);
+ invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
+ }
+ bool barycentric_coords(const Vec2f& px, Vec2f& uv) const
+ {
+ Vec2f v2(px.x - origin.x, px.y - origin.y);
+ double dot12 = dot(v1, v2);
+ double dot02 = dot(v0, v2);
+ double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
+ double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
+ uv.x = u;
+ uv.y = v;
+ return (u >= 0) && (v >= 0) && (u + v <= 1);
+ }
+
+private:
+ double dot00, dot01, dot11, invDenom;
+ Vec2f v0, v1, origin;
+ double dot(const Vec2f& p1, const Vec2f& p2) const {
+ return p1.x * p2.x + p1.y * p2.y;
+ }
+};
+
+static __inline Vec3f cross(const Vec3f& p1, const Vec3f& p2)
+{
+ return Vec3f(p1.y * p2.z - p2.y * p1.z,
+ p2.x * p1.z - p1.x * p2.z,
+ p1.x * p2.y - p1.y * p2.x);
+}
+
+static __inline Vec3f normal(const Vec3f& p1, const Vec3f& p2, const Vec3f& p3)
+{
+ Vec3f u(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
+ Vec3f v(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z);
+
+ Vec3f tmp = cross(u, v);
+
+ double i = 1./sqrt(tmp.x * tmp.x + tmp.y * tmp.y + tmp.z * tmp.z);
+
+ return Vec3f(i * tmp.x, i * tmp.y, i * tmp.z);
+}
+
+void GLWidget::project_quad_texture() {
+ const int sx = width(), sy = height();
+ Point pt[4];
+ static Vec3f corners[] = {
+ Vec3f(0, 0, 0),
+ Vec3f(sx-1, 0, 0),
+ Vec3f(0, sy-1, 0),
+ Vec3f(sx-1, sy-1, 0)
+ };
+
+ for (int i = 0; i < 4; i++) {
+ pt[i] = project(Vec3f(corners[i].x - sx/2, corners[i].y - sy/2, 0));
+ pt[i].x += sx/2;
+ pt[i].y += sy/2;
+ }
+
+ Vec3f normal1(0, 0, 1);
+ Vec3f normal2;
+ {
+ Vec3f foo[3];
+ for (int i = 0; i < 3; i++)
+ foo[i] = project2(corners[i]);
+ normal2 = normal(foo[0], foo[1], foo[2]);
+ }
+
+ double dir = normal1.x * normal2.x + normal1.y * normal2.y + normal1.z * normal2.z;
+
+ QImage& tex = dir < 0 ? back : front;
+
+ int ow = tex.width(), oh = tex.height();
+
+ Vec2f p2[4];
+
+ for (int i = 0; i < 4; i++)
+ p2[i] = Vec2f(pt[i].x, pt[i].y);
+ QImage texture(QSize(sx, sy), QImage::Format_RGB888);
+ QColor bgColor = palette().color(QPalette::Current, QPalette::Window);
+ texture.fill(bgColor);
+
+ const Vec2f projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } };
+ const Vec2f origs[2][3] = {
+ { Vec2f(0, 0), Vec2f(ow-1, 0), Vec2f(0, oh-1) },
+ { Vec2f(ow-1, oh-1), Vec2f(ow-1, 0), Vec2f(0, oh-1) }
+ };
+ const Triangle triangles[2] = {
+ Triangle(projected[0][0], projected[0][1], projected[0][2]),
+ Triangle(projected[1][0], projected[1][1], projected[1][2])
+ };
+
+ int orig_pitch = tex.bytesPerLine();
+ int dest_pitch = texture.bytesPerLine();
+
+ const unsigned char* orig = tex.bits();
+ unsigned char* dest = texture.bits();
+
+ int orig_depth = tex.depth() / 8;
+ int dest_depth = texture.depth() / 8;
+
+ /* image breakage? */
+ if (orig_depth < 3)
+ return;
+
+ for (int y = 0; y < sy; y++)
+ for (int x = 0; x < sx; x++) {
+ Vec2f pos;
+ pos.x = x;
+ pos.y = y;
+ for (int i = 0; i < 2; i++) {
+ Vec2f coords;
+ if (triangles[i].barycentric_coords(pos, coords))
+ {
+ int px = origs[i][0].x
+ + coords.x * (origs[i][2].x - origs[i][0].x)
+ + coords.y * (origs[i][1].x - origs[i][0].x);
+ int py = origs[i][0].y
+ + coords.x * (origs[i][2].y - origs[i][0].y)
+ + coords.y * (origs[i][1].y - origs[i][0].y);
+ int r = orig[py * orig_pitch + px * orig_depth + 2];
+ int g = orig[py * orig_pitch + px * orig_depth + 1];
+ int b = orig[py * orig_pitch + px * orig_depth + 0];
+
+ dest[y * dest_pitch + x * dest_depth + 0] = r;
+ dest[y * dest_pitch + x * dest_depth + 1] = g;
+ dest[y * dest_pitch + x * dest_depth + 2] = b;
+
+ break;
+ }
+ }
+ }
+ this->texture = texture;
+}