本文实例为大家分享了QPainter画一个3D正的具体代码,供大家参考,具体内容如下
My3DBox .h
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#include <Eigen/Geometry> using namespace Eigen; #define SQUARE_LENGTH 200//是一个边长200的正方体 #define CAMERA_DISTANCE 300//视点距离 class My3DBox : public QWidget { Q_OBJECT public : explicit My3DBox(QWidget *parent = 0); protected : QPoint m_mousePos; Vector3d m_vector[8]; //正方形8个点坐标 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); //正方体面的绘制 void drawDown(QPoint *points,QPainter &painter); void drawLeft(QPoint *points,QPainter &painter); void drawRight(QPoint *points,QPainter &painter); }; |
My3DBox .cpp
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#include "widget.h" #define PI 3.1415926 My3DBox::My3DBox(QWidget *parent) : QWidget(parent),m_mousePos(0,0) { setMouseTracking( true ); //在任何情况下启用mouseMoveEvent setGeometry(400,200,500,500); m_vector[0] << -100,100,100; //设置正方体顶点初始位置 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) //此处把坐标原点从左上角变换至屏幕中心 { 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(); //获取变换矩阵 QPoint points[8]; //正面0123 左面4062 右面1537 上面4501 下面 2367(以观察者的方向为主) for ( int i = 0;i < 8;++i) //计算变换后坐标 { vector[i] = matrix*m_vector[i]; points[i] = ToPoint(vector[i]); points[i].setX(points[i].x()+width()/2); //将坐标系原点变换至左上角 points[i].setY(-points[i].y()+height()/2); } //一共要画5个面,最后画正面 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); } } //画正面 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]); //设置渐变色 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; //同方向单位向量的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); //为什么PI/2大于90度?因为没画背面所以必须小于90度(偷懒) return M_Z.inverse()*M_X*M_Z; } QPoint My3DBox::ToPoint(Vector3d vector) //将3d坐标投影至平面上 { 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内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/BIG_C_GOD/article/details/53285152