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#include "gldisc.h"

GLDisc::GLDisc(double radius, double height, int sides, GLColorRgba color,
               QString textureFile)
    : GLBody(sqrt(pow(radius, 2) + pow(0.5 * height, 2)), color, textureFile)
{
    m_height = height;
    m_sides = sides;

    m_center = v_Z * 0.5 * m_height;

    m_circleRadius = radius;
}

void GLDisc::makeSurface(QVector<GLPoint> *pointContainer,
                         QVector<GLshort> *indexContainer)
{
    GLBody::makeSurface(pointContainer, indexContainer);

    m_firstPoint = m_points->size();

    m_points->append(GLPoint(v_Zero, -v_Z, QVector3D(0.5, 0.5, 0.0), m_color));

    for (int side = 0; side < m_sides; side++)
    {
        QVector2D tmp = calculatePoint(side * 2 * M_PI / m_sides);

        QVector2D tmpTextCoo = (0.5 * tmp) + QVector2D(0.5, 0.5);

        m_points->append(GLPoint(m_circleRadius * tmp, -v_Z, tmpTextCoo, m_color));
        m_points->append(GLPoint(m_circleRadius * tmp, tmp, tmpTextCoo, m_color));
        m_points->append(GLPoint(QVector3D(m_circleRadius * tmp, m_height), tmp,
                                 tmpTextCoo, m_color));
        m_points->append(GLPoint(QVector3D(m_circleRadius * tmp, m_height), v_Z,
                                 tmpTextCoo, m_color));
    }

    m_points->append(GLPoint(m_height * v_Z, v_Z, QVector3D(0.5, 0.5, 0.0),
                             m_color));

    m_nextPoint = m_points->size();

    m_firstIndex = m_indices->size();

    for (int side = 0; side < m_sides - 1; side++)
    {
        m_indices->append(m_firstPoint);
        m_indices->append(m_firstPoint + 1 + 4 * side);
        m_indices->append(m_firstPoint + 5 + 4 * side);

        m_indices->append(m_firstPoint + 2 + 4 * side);
        m_indices->append(m_firstPoint + 6 + 4 * side);
        m_indices->append(m_firstPoint + 3 + 4 * side);

        m_indices->append(m_firstPoint + 3 + 4 * side);
        m_indices->append(m_firstPoint + 7 + 4 * side);
        m_indices->append(m_firstPoint + 6 + 4 * side);

        m_indices->append(m_firstPoint + 4 + 4 * side);
        m_indices->append(m_firstPoint + 8 + 4 * side);
        m_indices->append(m_nextPoint - 1);
    }

    m_indices->append(m_firstPoint);
    m_indices->append(m_firstPoint + 1 + 4 * (m_sides - 1));
    m_indices->append(m_firstPoint + 1);

    m_indices->append(m_firstPoint + 2 + 4 * (m_sides - 1));
    m_indices->append(m_firstPoint + 2);
    m_indices->append(m_firstPoint + 3 + 4 * (m_sides - 1));

    m_indices->append(m_firstPoint + 3 + 4 * (m_sides - 1));
    m_indices->append(m_firstPoint + 3);
    m_indices->append(m_firstPoint + 2);

    m_indices->append(m_firstPoint + 4 + 4 * (m_sides - 1));
    m_indices->append(m_firstPoint + 4);
    m_indices->append(m_nextPoint - 1);

    m_nextIndex = m_indices->size();
}

bool GLDisc::isHit(QVector3D p1, QVector3D p2)
{
    if (!GLBody::isHit(p1, p2))
    {
        return false;
    }

    QVector3D lineVector = p2 - p1;

    // Calculate intersection point with the xy plane
    QVector3D vecBottom = p1 + lineVector * (-p1.z() / lineVector.z());

    if (vecBottom.length() < m_circleRadius)
    {
        return true;
    }

    // Calculate intersection point with the xy + m_heigth plane
    // Then drop z so that we get a projection onto the xy plane
    QVector3D vecTop = (p1 + lineVector * ((m_height - p1.z()) /
                                           lineVector.z())).toVector2D();

    if (vecTop.length() < m_circleRadius)
    {
        return true;
    }

    // Check if the mouse line is hitting the outer disc side
    QVector2D vecXYProjection = lineVector.toVector2D();
    QVector2D vecXYStart = p1.toVector2D();

    // Solved via the "Mitternachtsformel"
    float a = QVector2D::dotProduct(vecXYProjection, vecXYProjection);
    float b = 2 * QVector2D::dotProduct(vecXYStart, vecXYProjection);
    float c = QVector2D::dotProduct(vecXYStart,
                                    vecXYStart) - m_circleRadius * m_circleRadius;

    float discriminant = b * b - 4 * a * c;

    if (discriminant >= 0)
    {
        discriminant = sqrt(discriminant);

        float lambda1 = (-b - discriminant) / (2*a);

        float z1 = (p1 + lambda1 * lineVector).z();

        if(z1 >= 0 && z1 <= m_height)
        {
            return true;
        }

        float lambda2 = (-b + discriminant) / (2*a);

        float z2 = (p1 + lambda2 * lineVector).z();

        if(z2 >= 0 && z2 <= m_height)
        {
            return true;
        }
    }

    return false;
}

QVector2D GLDisc::calculatePoint(double sideAngle)
{
    double x = sin(sideAngle);
    double y = cos(sideAngle);

    return QVector2D(x, y);
}