-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathcabinet.cpp
More file actions
79 lines (71 loc) · 2.8 KB
/
cabinet.cpp
File metadata and controls
79 lines (71 loc) · 2.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
#include "cabinet.h"
QPointF project(QVector3D point3d, double angle) {
return QPointF(point3d.x() + point3d.z() * cos(angle) / 2,
point3d.y() + point3d.z() * sin(angle) / 2);
}
QVector<QLineF> projectCube(QVector3D start, float a, double angle, QMatrix3x3 matrix) {
QVector<QLineF> projection;
QPointF vector000 = project(start + turn(QVector3D(-a/2, -a/2, -a/2), matrix), angle),
vector001 = project(start + turn(QVector3D(-a/2, -a/2, a/2), matrix), angle),
vector010 = project(start + turn(QVector3D(-a/2, a/2, -a/2), matrix), angle),
vector011 = project(start + turn(QVector3D(-a/2, a/2, a/2), matrix), angle),
vector100 = project(start + turn(QVector3D(a/2, -a/2, -a/2), matrix), angle),
vector101 = project(start + turn(QVector3D(a/2, -a/2, a/2), matrix), angle),
vector110 = project(start + turn(QVector3D(a/2, a/2, -a/2), matrix), angle),
vector111 = project(start + turn(QVector3D(a/2, a/2, a/2), matrix), angle);
projection.push_back(QLineF(vector000, vector001));
projection.push_back(QLineF(vector000, vector010));
projection.push_back(QLineF(vector000, vector100));
projection.push_back(QLineF(vector001, vector011));
projection.push_back(QLineF(vector001, vector101));
projection.push_back(QLineF(vector010, vector011));
projection.push_back(QLineF(vector010, vector110));
projection.push_back(QLineF(vector100, vector101));
projection.push_back(QLineF(vector100, vector110));
projection.push_back(QLineF(vector111, vector011));
projection.push_back(QLineF(vector111, vector101));
projection.push_back(QLineF(vector111, vector110));
return projection;
}
QMatrix3x3 xMatrix(double angle) {
double a = angle / 360 * 2 * 3.1416;
float arr[] = {
1, 0, 0,
0, (float) cos(a), (float) -sin(a),
0, (float) sin(a), (float) cos(a)
};
return QMatrix3x3(arr);
}
QMatrix3x3 yMatrix(double angle) {
double a = angle / 360 * 2 * 3.1416;
float arr[] = {
(float) cos(a), 0, (float) sin(a),
0, 1, 0,
(float) -sin(a), 0, (float) cos(a)
};
return QMatrix3x3(arr);
}
QMatrix3x3 zMatrix(double angle) {
double a = angle / 360 * 2 * 3.1416;
float arr[] = {
(float) cos(a), (float) -sin(a), 0,
(float) sin(a), (float) cos(a), 0,
0, 0, 1
};
return QMatrix3x3(arr);
}
QMatrix3x3 getMatrix(double x, double y, double z) {
return xMatrix(x) * yMatrix(y) * zMatrix(z);
}
QVector3D turn(QVector3D vector, QMatrix3x3 matrix) {
QGenericMatrix<1,3,float> v;
for (int i = 0; i < 3; i++) {
v(i, 0) = vector[i];
}
QGenericMatrix<1,3,float> r = matrix * v;
QVector3D result;
for (int i = 0; i < 3; i++) {
result[i] = r(i, 0);
}
return result;
}