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openglsimulation.cpp
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394 lines (282 loc) · 10.7 KB
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#include "openglsimulation.h"
OpenGLSimulation::OpenGLSimulation(QWidget *parent)
:QOpenGLWidget(parent)
{
rotationAngle = 0.0;
nickAngle = 0.0;
servoSize = QVector3D(2.0, 3.7, 4.0);
servoSpindle = QVector3D(1.0, 3.7, -3.0);
servoSpindleSize = QVector3D(0.5, 1, 0.5);
servo2Contact = QVector3D(0.0,-2.5,3.25);
laserSize = QVector3D(1.25,1.25,4.0);
cameraDistance = 15.0;
actualAngle = QPointF(0,0);
actualAngleSpeed = QPointF(180,180);
targetAngle = QPointF(0,0);
laserMode = LASER_OFF;
}
OpenGLSimulation::~OpenGLSimulation()
{
// Make sure the context is current when deleting the texture
// and the buffers.
makeCurrent();
delete servoTexture;
delete grassTexture;
delete laserTexture;
delete cubeGeometry;
delete planeGeometry;
doneCurrent();
}
void OpenGLSimulation::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0.4, 0.4, 0.4, 1);
initShaders();
initTextures();
// Enable depth buffer
glEnable(GL_DEPTH_TEST);
// Enable back face culling
glEnable(GL_CULL_FACE);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POLYGON_SMOOTH);
cubeGeometry = new GeometryEngine(CUBE);
planeGeometry = new GeometryEngine(PLANE);
recalcCameraMat();
// Use QBasicTimer because its faster than QTimer
timer.start(12, this);
}
void OpenGLSimulation::initShaders()
{
// Compile vertex shader
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shader/shader/vshader.glsl"))
close();
// Compile fragment shader
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shader/shader/fshader.glsl"))
close();
// Link shader pipeline
if (!program.link())
close();
// Bind shader pipeline for use
if (!program.bind())
close();
}
void OpenGLSimulation::initTextures()
{
// Load cube.png image
servoTexture = new QOpenGLTexture(QImage(":images/images/servo.png"));
// Set nearest filtering mode for texture minification
servoTexture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
// Set bilinear filtering mode for texture magnification
servoTexture->setMagnificationFilter(QOpenGLTexture::LinearMipMapLinear);
// Wrap texture coordinates by repeating
// f.ex. texture coordinate (1.1, 1.2) is same as (0.1, 0.2)
servoTexture->setWrapMode(QOpenGLTexture::Repeat);
grassTexture = new QOpenGLTexture(QImage(":images/images/grass.png"));
grassTexture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
grassTexture->setMagnificationFilter(QOpenGLTexture::LinearMipMapLinear);
grassTexture->setWrapMode(QOpenGLTexture::Repeat);
laserTexture = new QOpenGLTexture(QImage(":images/images/laser.png"));
laserTexture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
laserTexture->setMagnificationFilter(QOpenGLTexture::LinearMipMapLinear);
laserTexture->setWrapMode(QOpenGLTexture::Repeat);
greenLaserTexture = new QOpenGLTexture(QImage(":images/images/greenLaser.png"));
greenLaserTexture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
greenLaserTexture->setMagnificationFilter(QOpenGLTexture::LinearMipMapLinear);
greenLaserTexture->setWrapMode(QOpenGLTexture::Repeat);
}
void OpenGLSimulation::resizeGL(int w, int h)
{
// Calculate aspect ratio
qreal aspect = qreal(w) / qreal(h ? h : 1);
// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
const qreal zNear = 1.0, zFar = 1000.0, fov = 45.0;
// Reset projection
projectionMat.setToIdentity();
// Set perspective projection
projectionMat.perspective(fov, aspect, zNear, zFar);
}
void OpenGLSimulation::recalcCameraMat()
{
cameraMat.setToIdentity();
cameraMat.translate(0,0,-cameraDistance);
cameraMat.rotate(QQuaternion::fromAxisAndAngle(QVector3D(1,0,0),nickAngle));
cameraMat.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,1,0),rotationAngle));
cameraMat.translate(0,-5,2.5);
}
void OpenGLSimulation::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
QMatrix4x4 matrix;
grassTexture->bind();
//Draw grass at the ground
matrix.setToIdentity();
matrix.scale(1000.0, 1.0, 1000.0);
paintPlane(matrix);
servoTexture->bind();
// Base Servo
matrix.setToIdentity();
matrix.translate(servoSize.x()/2.0, servoSize.y()/2.0, -servoSize.z()/2);
matrix.scale(servoSize);
paintCube(matrix);
// Spindle of Base Servo
matrix.setToIdentity();
matrix.translate(0.0, servoSpindleSize.y()/2.0, 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.x()));
matrix.scale(servoSpindleSize);
paintCube(matrix);
// Second Servo
matrix.setToIdentity();
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.x()));
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,0,-1), -90));
matrix.translate(servo2Contact);
matrix.translate(servoSize.x()/2.0, servoSize.y()/2.0, -servoSize.z()/2);
matrix.scale(servoSize);
paintCube(matrix);
// Second Servo Spindle
matrix.setToIdentity();
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.x()));
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,0,-1), -90));
matrix.translate(servo2Contact);
matrix.translate(0.0, servoSpindleSize.y()/2.0, 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.y()));
matrix.scale(servoSpindleSize);
paintCube(matrix);
// Laser
matrix.setToIdentity();
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.x()));
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,0,-1), -90));
matrix.translate(servo2Contact);
matrix.translate(0.0, laserSize.y()/2.0, 0.0);
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.y()));
matrix.scale(laserSize);
paintCube(matrix);
if(laserMode == LASER_ON)
{
laserTexture->bind();
// Red Laser Beam
matrix.setToIdentity();
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.x()));
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,0,-1), -90));
matrix.translate(servo2Contact);
matrix.translate(0.0, laserSize.y()/2.0, 0.0);
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), actualAngle.y()));
matrix.translate(0,0,-500);
matrix.scale(0.1,0.1,1000);
paintCube(matrix);
for(QPointF calibAngle : calibrationAngles)
{
greenLaserTexture->bind();
// Green Laser Beam
matrix.setToIdentity();
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), calibAngle.x()));
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,0,-1), -90));
matrix.translate(servo2Contact);
matrix.translate(0.0, laserSize.y()/2.0, 0.0);
matrix.translate(0.0, servoSpindleSize.y(), 0.0);
matrix.translate(servoSpindle);
matrix.rotate(QQuaternion::fromAxisAndAngle(QVector3D(0,-1,0), calibAngle.y()));
matrix.translate(0,0,-500);
matrix.scale(0.1,0.1,1000);
paintCube(matrix);
}
}
}
void OpenGLSimulation::paintCube(QMatrix4x4 worldMat)
{
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", projectionMat * cameraMat * worldMat);
// Use texture unit 0 which contains cube.png
program.setUniformValue("texture", 0);
// Draw cube geometry
cubeGeometry->drawGeometry(&program);
}
void OpenGLSimulation::paintPlane(QMatrix4x4 worldMat)
{
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", projectionMat * cameraMat * worldMat);
// Use texture unit 0 which contains cube.png
program.setUniformValue("texture", 0);
// Draw cube geometry
planeGeometry->drawGeometry(&program);
}
void OpenGLSimulation::mousePressEvent(QMouseEvent *e)
{
}
void OpenGLSimulation::mouseReleaseEvent(QMouseEvent *e)
{
}
void OpenGLSimulation::mouseMoveEvent(QMouseEvent *e)
{
//Check if Mouse Button is still pressed
if(e->buttons() & Qt::RightButton)
{
double diffX = e->globalPos().x() - lastPos.x();
rotationAngle += 180.0*diffX/width();
if(rotationAngle >= 360)
rotationAngle-= 360;
double diffY = e->globalPos().y() - lastPos.y();
nickAngle += 180.0*diffY/width();
if(nickAngle > 60)
nickAngle = 60;
if(nickAngle < -60)
nickAngle = -60;
recalcCameraMat();
}
lastPos = e->globalPos();
}
void OpenGLSimulation::wheelEvent(QWheelEvent *e)
{
cameraDistance -= e->angleDelta().y()/100;
if(cameraDistance < 2.0)
cameraDistance = 2.0;
recalcCameraMat();
}
void OpenGLSimulation::timerEvent(QTimerEvent *)
{
//Recalculate the Position of the Servo
if(targetAngle.x() < actualAngle.x())
{
actualAngle.setX(actualAngle.x() - actualAngleSpeed.x()*12/1000);
actualAngle.setX(qMax(actualAngle.x(), targetAngle.x()));
}
else if(targetAngle.x() > actualAngle.x())
{
actualAngle.setX(actualAngle.x() + actualAngleSpeed.x()*12/1000);
actualAngle.setX(qMin(actualAngle.x(), targetAngle.x()));
}
if(targetAngle.y() < actualAngle.y())
{
actualAngle.setY(actualAngle.y() - actualAngleSpeed.y()*12/1000);
actualAngle.setY(qMax(actualAngle.y(), targetAngle.y()));
}
else if(targetAngle.y() > actualAngle.y())
{
actualAngle.setY(actualAngle.y() + actualAngleSpeed.y()*12/1000);
actualAngle.setY(qMin(actualAngle.y(), targetAngle.y()));
}
// Request an update
update();
}
void OpenGLSimulation::updateObserver(QRectF minMaxAngles, QPointF angles, LaserMode laserMode, std::vector<QPointF> calibrationAngles)
{
targetAngle = angles;
this->laserMode = laserMode;
this->calibrationAngles = calibrationAngles;
}