/*****************************************************************
** Project: ShipControl(WOPC) **
** Author: Dong Shengwei **
** Library: BestSea **
** Date: 2014-01-04 **
******************************************************************/
//ShipGraph.cpp
#include "ShipGraph.h"
#include <Windows.h>
#include <QMouseEvent>
#include <QWheelEvent>
#include <math.h>
ShipGraph::ShipGraph(QWidget *parent)
: QGLWidget(parent)
{
ship = 0;
sea = 0;
goal = 0;
line = 0;
xRot = 0;
yRot = 0;
zRot = 0;
xPoint = 0.0;
yPoint = 0.0;
zPoint = 0.0;
xPos = 0.0;
yPos = 0.0;
zPos = 0.0;
phi = 0.0;
theta = 0.0;
psi = 0.0;
xMax = 1000.0;
yMax = 1000.0;
zMax = 1000.0;
zoomScale = 0.1;
}
ShipGraph::~ShipGraph()
{
makeCurrent();
glDeleteLists(ship, 1);
glDeleteLists(sea, 1);
glDeleteLists(goal, 1);
glDeleteLists(line, 1);
}
void ShipGraph::setXRotation(int angle)
{
normalizeXYAngle(&angle);
if (angle != xRot) {
xRot = angle;
emit xRotationChanged(angle);
updateGL();
}
}
void ShipGraph::setYRotation(int angle)
{
normalizeXYAngle(&angle);
if (angle != yRot) {
yRot = angle;
emit yRotationChanged(angle);
updateGL();
}
}
void ShipGraph::setZRotation(int angle)
{
normalizeAngle(&angle);
if (angle != zRot) {
zRot = angle;
emit zRotationChanged(angle);
updateGL();
}
}
void ShipGraph::setZoom(int scale)
{
if (fabs(static_cast<double>(scale)/160.0 - zoomScale) > 0.00001) {
zoomScale = static_cast<double>(scale)/160.0;
emit zoomChanged(scale);
updateGL();
}
}
void ShipGraph::pointMove(double xMove, double yMove)
{
xPoint = xMove;
yPoint = yMove;
updateGL();
}
void ShipGraph::shipEta(Eta eta)
{
yPos = eta.n/5.0;
xPos = eta.e/5.0;
zPos = eta.d/5.0;
phi = eta.phi;
theta = eta.theta;
psi = eta.psi;
updateGL();
}
//输入目标位置艏向
void ShipGraph::targetEta(Eta eta)
{
yTarget = eta.n/5.0;
xTarget = eta.e/5.0;
psiTarget = eta.psi;
updateGL();
}
void ShipGraph::initializeGL()
{
static const GLfloat lightPos0[4] = { 5.0f, 5.0f, 10.0f, 1.0f };
static const GLfloat reflectanceShip[4] = { 0.195f, 0.195f, 0.195f, 1.0f };
static const GLfloat reflectanceSea[4] = { 0.0f, 0.9f, 0.9f, 0.50f };
static const GLfloat reflectanceGoal[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
static const GLfloat reflectanceLine[4] = { -1.0f, -1.0f, -1.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ship = makeShip(reflectanceShip, 2.0, 5.0, 1.0);
sea = makeSea(reflectanceSea);
goal = makeGoal(reflectanceGoal, 0, 0, 0.5, 1.0);
line = makeLine(reflectanceLine);
glEnable(GL_NORMALIZE);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
}
void ShipGraph::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated(xPoint, yPoint, zPoint);
glRotated(xRot / 16.0, 1.0, 0.0, 0.0);
glRotated(yRot / 16.0, 0.0, 1.0, 0.0);
glRotated(zRot / 16.0, 0.0, 0.0, 1.0);
glScaled(zoomScale, zoomScale, zoomScale);
drawShip(ship, xPos, yPos, zPos, -phi * radToAng, -theta * radToAng, -psi * radToAng);
glCallList(sea);
glCallList(line);
glTranslated(xTarget, yTarget, 0);
glCallList(goal);
glPopMatrix();
}
void ShipGraph::resizeGL(int width, int height)
{
int side = qMax(width, height);
glViewport((width - side) / 2, (height - side) / 2, side, side);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, +1.0, -1.0, 1.0, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslated(0.0, 0.0, -40.0);
}
void ShipGraph::mousePressEvent(QMouseEvent *event)
{
lastPos = event->pos();
}
void ShipGraph::mouseMoveEvent(QMouseEvent *event)
{
int dx = event->x() - lastPos.x();
int dy = event->y() - lastPos.y();
if (event->buttons() & Qt::LeftButton) {
setXRotation(xRot + 8 * dy);
setYRotation(yRot + 8 * dx);
} else if (event->buttons() & Qt::RightButton) {
setXRotation(xRot + 8 * dy);
setZRotation(zRot + 8 * dx);
} else if (event->buttons() & Qt::MiddleButton) {
pointMove(xPoint + 2 * dx / 100.0, yPoint - 2 * dy / 100.0);
}
lastPos = event->pos();
}
void ShipGraph::wheelEvent(QWheelEvent *event)
{
scaleWheel = zoomScale*160 + event->angleDelta().y()/120*16;
if ( 16 > scaleWheel)
{
scaleWheel = 16;
} else if (20 * 16 < scaleWheel) {
scaleWheel = 20 * 16;
}
setZoom(scaleWheel);
}
GLuint ShipGraph::makeShip(const GLfloat *reflectance, GLdouble width, GLdouble length, GLdouble scale)
{
const double Pi = 3.14159265358979323846;
GLuint list = glGenLists(1);
glNewList(list, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, reflectance);
glShadeModel(GL_SMOOTH);
GLdouble rH = width / 2.0;
GLdouble rL = rH * 2.0;
GLdouble ll = length - rL;
GLdouble deltaPhi = 0.01;
GLdouble delta = 0.01;
GLdouble x = 0.0, y = 0.0, z = 0.0;
//绘制船头主体部分
glNormal3d(0.0, 0.0, -1.0);
glBegin(GL_POLYGON);
for (GLdouble temp = 0.0; temp < rL+delta; temp += delta)
{
for (GLdouble angle = 0.0; angle < Pi; angle += deltaPhi)
{
x = -sqrt(1.0-pow(y/rL,2.0)) * rH * cos(angle);
y = temp;
z = -sqrt(1.0-pow(y/rL,2.0)) * rH * sin(angle) + rH/5.0;
glVertex3d(x, y, z);
}
}
glEnd();
//绘制船舶驾驶室部分
glBegin(GL_POLYGON);
for (GLdouble z = rH/5.0; z < rH + delta; z += delta)
{
for (GLdouble y = -(0.0 - z*0.1); y < rH - z*0.3; y += delta)
{
for (GLdouble x = -(rH/1.5 - z*0.3 - y/5.0); x < rH/1.5 - z*0.3 - y/5.0; x += delta)
{
glNormal3d(x, y, z);
glVertex3d(x, y, z);
}
}
}
glEnd();
//绘制船体部分
glNormal3d(0.0, 0.0, -1.0);
glBegin(GL_QUADS);
for (GLdouble angle = -deltaPhi*0.1; angle <= Pi; angle += deltaPhi)
{
x = -rH * cos(angle);
y = 0.0;
z = -rH * sin(angle) + rH/5.0;
glVertex3d(x, y, z);
x = -rH * cos(angle);
y = -ll;
z = -rH * sin(angle) + rH/5.0;
glVertex3d(x, y, z);
x = -rH * cos(angle+deltaPhi);
y = -ll;
z = -rH * sin(angle+deltaPhi) + rH/5.0;
glVertex3d(x, y, z);
x = -rH * cos(angle+deltaPhi);
y = 0.0;
z = -rH * sin(angle+deltaPhi) + rH/5.0;
glVertex3d(x, y, z);
}
//画船舶甲板
glNormal3d(0.0, 0.0, 1.0);
z = rH/5.0;
for (double temp = -rH; temp < rH; temp += delta)
{
x = temp;
y = sqrt(1.0-pow(x/rH,2.0)) * rL;
glVertex3d(x, y, z);
x = temp;
y = -ll;
glVertex3d(x, y, z);
x = temp + delta;
y = -ll;
glVertex3d(x, y, z);
x = temp + delta;
y = sqrt(1.0-pow(x/rH,2.0)) * rL;
glVertex3d(x, y, z);
}
glEnd();
//画船舶尾部
glNormal3d(0.0, 0.0, 1.0);
glBegin(GL_TRIANGLES);
y = -ll;
for (double angle = 0.0; angle < Pi; angle += deltaPhi)
{
x = 0.0;
z = 0.0 + rH/5.0;
glVertex3d(x, y, z);
x = rH * cos(angle);
z = -rH * sin(angle) + rH/5.0;
glVertex3d(x, y, z);
x = rH * cos(angle+deltaPhi);
z = -rH * sin(angle+deltaPhi) + rH/5.0;
glVertex3d(x, y, z);
}
glEnd();
glEndList();
return list;
}
GLuint ShipGraph::makeSea(const GLfloat *reflectance)
{
GLuint list = glGenLists(1);
glNewList(list, GL_CO
没有合适的资源?快使用搜索试试~ 我知道了~
c++《用于船舶控制方法研究的3D船舶运动仿真软件》+源代码
共41个文件
cpp:18个
h:18个
xlsx:1个
1.该资源内容由用户上传,如若侵权请联系客服进行举报
2.虚拟产品一经售出概不退款(资源遇到问题,请及时私信上传者)
2.虚拟产品一经售出概不退款(资源遇到问题,请及时私信上传者)
版权申诉
5星 · 超过95%的资源 2 下载量 17 浏览量
2024-03-29
13:00:02
上传
评论
收藏 1.18MB ZIP 举报
温馨提示
<项目介绍> - 用于船舶控制方法研究的3D船舶运动仿真软件。控制策略包括:普通动力定位,环境最优动力定位、最优艏向动力定位等。控制方法:PID、模型预测控制方法等,环境模型采用船舶统一模型。 - 不懂运行,下载完可以私聊问,可远程教学 该资源内项目源码是个人的毕设,代码都测试ok,都是运行成功后才上传资源,答辩评审平均分达到96分,放心下载使用! 1、该资源内项目代码都经过测试运行成功,功能ok的情况下才上传的,请放心下载使用! 2、本项目适合计算机相关专业(如计科、人工智能、通信工程、自动化、电子信息等)的在校学生、老师或者企业员工下载学习,也适合小白学习进阶,当然也可作为毕设项目、课程设计、作业、项目初期立项演示等。 3、如果基础还行,也可在此代码基础上进行修改,以实现其他功能,也可用于毕设、课设、作业等。 下载后请首先打开README.md文件(如有),仅供学习参考, 切勿用于商业用途。 --------
资源推荐
资源详情
资源评论
收起资源包目录
用于船舶控制方法研究的3D船舶运动仿真软件.zip (41个子文件)
ShipControl3D-master
Current.cpp 3KB
WOPC.cpp 11KB
Tool.cpp 7KB
Wind.h 2KB
Wind.cpp 6KB
OptController.cpp 2KB
mainwindow.h 2KB
ShipModel.h 3KB
ShipGraph.cpp 11KB
ShipParameter.cpp 10KB
NMPCcontroller.h 2KB
mainwindow.cpp 6KB
Current.h 1KB
OptionDialog.ui 25KB
WOPC.h 2KB
PIDController.cpp 3KB
EnvObserver.h 2KB
ShipControl3D.pro 1KB
main.cpp 175B
ShipModel.cpp 9KB
Filter.cpp 5KB
Tool.h 3KB
Wave.cpp 10KB
ShipGraph.h 2KB
ShipControl.cpp 11KB
DataStruct.h 4KB
ShipControl3D结构简介.xlsx 12KB
NMPCcontroller.cpp 9KB
Filter.h 1KB
ShipParameter.h 2KB
OptionDialog.cpp 9KB
PIDController.h 1KB
s175.mat 1.12MB
.gitignore 256B
PlotData.cpp 715B
OptController.h 2KB
Wave.h 3KB
OptionDialog.h 3KB
ShipControl.h 3KB
EnvObserver.cpp 3KB
PlotData.h 565B
共 41 条
- 1
资源评论
- qq_542172332024-04-07内容与描述一致,超赞的资源,值得借鉴的内容很多,支持!
mldxxxxll5
- 粉丝: 3287
- 资源: 762
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功