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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, 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 x, double y, double z)
{
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,
};
rotation = rmat(foo);
translation = vec3({x, y, z});
update();
}
static __inline double dot(const vec2& p1, const vec2& p2) {
return p1(0,0) * p2(0,0) + p1(1,0) * p2(1,0);
}
class Triangle {
public:
Triangle(const vec2& p1,
const vec2& p2,
const vec2& p3)
{
origin = p1;
v0 = vec2({ p3(0,0) - p1(0,0), p3(1,0) - p1(1,0) });
v1 = vec2({ p2(0,0) - p1(0,0), p2(1,0) - p1(1,0) });
dot00 = dot(v0, v0);
dot01 = dot(v0, v1);
dot11 = dot(v1, v1);
invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
}
bool barycentric_coords(const vec2& px, vec2& uv) const
{
vec2 v2({ px(0,0) - origin(0,0), px(1,0) - origin(1,0) });
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 = vec2({u, v});
return (u >= 0) && (v >= 0) && (u + v <= 1);
}
private:
double dot00, dot01, dot11, invDenom;
vec2 v0, v1, origin;
};
static __inline vec3 cross(const vec3& p1, const vec3& p2)
{
return vec3({p1(1,0) * p2(2,0) - p2(1,0) * p1(2,0),
p2(0,0) * p1(2,0) - p1(0,0) * p2(2,0),
p1(0,0) * p2(1,0) - p1(1,0) * p2(0,0)});
}
static __inline vec3 normal(const vec3& p1, const vec3& p2, const vec3& p3)
{
vec3 u({p2(0,0) - p1(0,0), p2(1,0) - p1(1,0), p2(2,0) - p1(2,0)});
vec3 v({p3(0,0) - p1(0,0), p3(1,0) - p1(1,0), p3(2,0) - p1(2,0)});
vec3 tmp = cross(u, v);
double i = 1./sqrt(tmp(0,0) * tmp(0,0) + tmp(1,0) * tmp(1,0) + tmp(2,0) * tmp(2,0));
return vec3({i * tmp(0,0), i * tmp(1,0), i * tmp(2,0)});
}
void GLWidget::project_quad_texture() {
const int sx = width(), sy = height();
vec2 pt[4];
static const vec3 corners[] = {
vec3({0., 0., 0.}),
vec3({sx-1., 0., 0.}),
vec3({0., sy-1., 0.}),
vec3({sx-1., sy-1., 0.})
};
for (int i = 0; i < 4; i++) {
pt[i] = project(vec3({corners[i](0,0) - sx/2., corners[i](1,0) - sy/2., 0}));
pt[i](0, 0) += sx/2.;
pt[i](1, 0) += sy/2.;
}
vec3 normal1({0, 0, 1});
vec3 normal2;
{
vec3 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(0,0) * normal2(0,0) + normal1(1,0) * normal2(1,0) + normal1(2,0) * normal2(2,0);
QImage& tex = dir < 0 ? back : front;
int ow = tex.width(), oh = tex.height();
vec2 p2[4];
for (int i = 0; i < 4; i++)
p2[i] = vec2({pt[i](0,0), pt[i](1,0)});
QImage texture(QSize(sx, sy), QImage::Format_RGB888);
QColor bgColor = palette().color(QPalette::Current, QPalette::Window);
texture.fill(bgColor);
const vec2 projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } };
const vec2 origs[2][3] = {
{ vec2({0., 0.}), vec2({ow-1., 0.}), vec2({0., oh-1.}) },
{ vec2({ow-1., oh-1.}), vec2({ow-1., 0.}), vec2({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++) {
vec2 pos({(double)x, (double)y});
for (int i = 0; i < 2; i++) {
vec2 coords;
if (triangles[i].barycentric_coords(pos, coords))
{
int px = origs[i][0](0,0)
+ coords(0,0) * (origs[i][2](0,0) - origs[i][0](0,0))
+ coords(1,0) * (origs[i][1](0,0) - origs[i][0](0,0));
int py = origs[i][0](1,0)
+ coords(0,0) * (origs[i][2](1,0) - origs[i][0](1,0))
+ coords(1,0) * (origs[i][1](1,0) - origs[i][0](1,0));
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;
}
vec2 GLWidget::project(const vec3 &point)
{
vec3 ret = rotation * point;
double z = std::max(.75, 1. + translation(2,0)/-60.);
int w = width(), h = height();
double x = w * translation(0, 0) / 2. / -40.;
if (abs(x) > w/2)
x = x > 0 ? w/2 : w/-2;
double y = h * translation(1, 0) / 2. / -40.;
if (abs(y) > h/2)
y = y > 0 ? h/2 : h/-2;
return vec2 { z * (ret(0, 0) + x), z * (ret(1, 0) + y) };
}
vec3 GLWidget::project2(const vec3 &point)
{
return rotation * point;
}
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