使用QPainter畫一個3D正方體
更新時間:2020年08月20日 14:29:43 作者:BIG_C_GOD
這篇文章主要為大家詳細介紹了使用QPainter畫一個3D正方體,文中示例代碼介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們可以參考一下
本文實例為大家分享了QPainter畫一個3D正的具體代碼,供大家參考,具體內(nèi)容如下
My3DBox .h
#include <Eigen/Geometry> using namespace Eigen; #define SQUARE_LENGTH 200//是一個邊長200的正方體 #define CAMERA_DISTANCE 300//視點距離 class My3DBox : public QWidget { Q_OBJECT public: explicit My3DBox(QWidget *parent = 0); protected: QPoint m_mousePos; Vector3d m_vector[8];//正方形8個點坐標 void mouseMoveEvent(QMouseEvent *); void paintEvent(QPaintEvent *); void drawPlane(const QPoint *points,QPainter &painter); Matrix3d getMartix(); QPoint ToPoint(Vector3d vector); void drawUp(QPoint *points,QPainter &painter);//正方體面的繪制 void drawDown(QPoint *points,QPainter &painter); void drawLeft(QPoint *points,QPainter &painter); void drawRight(QPoint *points,QPainter &painter); };
My3DBox .cpp
#include "widget.h" #define PI 3.1415926 My3DBox::My3DBox(QWidget *parent) : QWidget(parent),m_mousePos(0,0) { setMouseTracking(true);//在任何情況下啟用mouseMoveEvent setGeometry(400,200,500,500); m_vector[0] << -100,100,100;//設(shè)置正方體頂點初始位置 m_vector[1] << 100,100,100; m_vector[2] << -100,-100,100; m_vector[3] << 100,-100,100; m_vector[4] << -100,100,-100; m_vector[5] << 100,100,-100; m_vector[6] << -100,-100,-100; m_vector[7] << 100,-100,-100; } void My3DBox::mouseMoveEvent(QMouseEvent *e)//此處把坐標原點從左上角變換至屏幕中心 { if(e->pos().x() < 0) m_mousePos.setX(-width()/2); else if(e->pos().x() > width()) m_mousePos.setX(width()/2); else m_mousePos.setX(e->pos().x() - width()/2); if(e->pos().y() < 0) m_mousePos.setY(height()/2); else if(e->pos().y() > height()) m_mousePos.setY(-height()/2); else m_mousePos.setY(-e->pos().y() + height()/2); update(); } void My3DBox::paintEvent(QPaintEvent *) { QPainter painter(this); painter.setRenderHint(QPainter::Antialiasing); painter.setRenderHint(QPainter::SmoothPixmapTransform); painter.setPen(Qt::NoPen); painter.fillRect(rect(),QColor(3,22,52)); Vector3d vector[8]; Matrix3d matrix = getMartix();//獲取變換矩陣 QPoint points[8];//正面0123 左面4062 右面1537 上面4501 下面 2367(以觀察者的方向為主) for(int i = 0;i < 8;++i)//計算變換后坐標 { vector[i] = matrix*m_vector[i]; points[i] = ToPoint(vector[i]); points[i].setX(points[i].x()+width()/2);//將坐標系原點變換至左上角 points[i].setY(-points[i].y()+height()/2); } //一共要畫5個面,最后畫正面 if(qAbs(m_mousePos.x()) > qAbs(m_mousePos.y())) { if(m_mousePos.x() > 0) { if(m_mousePos.y() > 0) drawDown(points,painter); else drawUp(points,painter); drawLeft(points,painter); } else { if(m_mousePos.y() > 0) drawDown(points,painter); else drawUp(points,painter); drawRight(points,painter); } } else { if(m_mousePos.y() > 0) { if(m_mousePos.x() > 0) drawLeft(points,painter); else drawRight(points,painter); drawDown(points,painter); } else { if(m_mousePos.x() > 0) drawLeft(points,painter); else drawRight(points,painter); drawUp(points,painter); } } //畫正面 QPoint point[4] = { points[0], points[1], points[3], points[2] }; drawPlane(point,painter); } void My3DBox::drawPlane(const QPoint *points,QPainter &painter) { QLinearGradient linearGradient(points[1],points[3]);//設(shè)置漸變色 linearGradient.setColorAt(0.0,QColor(150,150,250)); linearGradient.setColorAt(1.0,QColor(170,170,255)); painter.setBrush(QBrush(linearGradient)); painter.drawConvexPolygon(points,4); } Matrix3d My3DBox::getMartix() { double unit_x = 0;//同方向單位向量的x和y double unit_y = 0; double z = 0; if(m_mousePos.x() != 0 || m_mousePos.y() != 0) { unit_x = m_mousePos.x()/qSqrt(m_mousePos.x()*m_mousePos.x() + m_mousePos.y()*m_mousePos.y()); unit_y = m_mousePos.y()/qSqrt(m_mousePos.x()*m_mousePos.x() + m_mousePos.y()*m_mousePos.y()); z = qSqrt(m_mousePos.x()*m_mousePos.x() + m_mousePos.y()*m_mousePos.y())/qSqrt(width()*width()/4 + height()*height()/4); } Matrix3d M_Z; if(unit_x == 0 && unit_y == 0) M_Z << 1,0,0, 0,1,0, 0,0,1; else M_Z << unit_y,-unit_x,0, unit_x,unit_y,0, 0,0,1; Matrix3d M_X; if(z == 0) M_X << 1,0,0, 0,1,0, 0,0,1; else M_X << 1,0,0, 0,cos(z*PI/2.6),sin(z*PI/2.6), 0,-sin(z*PI/2.6),cos(z*PI/2.6);//為什么PI/2大于90度?因為沒畫背面所以必須小于90度(偷懶) return M_Z.inverse()*M_X*M_Z; } QPoint My3DBox::ToPoint(Vector3d vector)//將3d坐標投影至平面上 { QPoint point; point.setX(CAMERA_DISTANCE*vector[0]/(CAMERA_DISTANCE-vector[2])); point.setY(CAMERA_DISTANCE*vector[1]/(CAMERA_DISTANCE-vector[2])); return point; } void My3DBox::drawUp(QPoint *points,QPainter &painter) { QPoint point[4] = { points[4], points[5], points[1], points[0] }; drawPlane(point,painter); } void My3DBox::drawDown(QPoint *points,QPainter &painter) { QPoint point[4] = { points[2], points[3], points[7], points[6] }; drawPlane(point,painter); } void My3DBox::drawLeft(QPoint *points,QPainter &painter) { QPoint point[4] = { points[4], points[0], points[2], points[6] }; drawPlane(point,painter); } void My3DBox::drawRight(QPoint *points,QPainter &painter) { QPoint point[4] = { points[1], points[5], points[7], points[3] }; drawPlane(point,painter); }
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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