data.cpp Example File

draggableaxes/data.cpp
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#include "data.h" #include <QtDataVisualization/QScatterDataProxy> #include <QtDataVisualization/Q3DScene> #include <QtDataVisualization/Q3DCamera> #include <QtDataVisualization/QScatter3DSeries> #include <QtDataVisualization/Q3DTheme> using namespace QtDataVisualization; const int itemCount = 500; Data::Data(Q3DScatter *scatter) : m_graph(scatter), m_inputHandler(new AxesInputHandler(scatter)), m_autoAdjust(false) { m_graph->activeTheme()->setType(Q3DTheme::ThemeEbony); m_graph->activeTheme()->setLabelBorderEnabled(true); m_graph->activeTheme()->setLabelBackgroundColor(QColor(QRgb(0x151550))); m_graph->activeTheme()->setLabelTextColor(Qt::lightGray); m_graph->activeTheme()->setFont(QFont("Arial Black", 30)); m_graph->setShadowQuality(QAbstract3DGraph::ShadowQualityMedium); m_graph->scene()->activeCamera()->setCameraPreset(Q3DCamera::CameraPresetIsometricRight); m_graph->axisX()->setRange(-20.0f, 20.0f); m_graph->axisY()->setRange(-10.0f, 10.0f); m_graph->axisZ()->setRange(-20.0f, 20.0f); // Give ownership of the handler to the graph and make it the active handler m_graph->setActiveInputHandler(m_inputHandler); // Give our axes to the input handler m_inputHandler->setAxes(m_graph->axisX(), m_graph->axisZ(), m_graph->axisY()); addData(); } Data::~Data() { delete m_graph; } void Data::toggleRanges() { if (!m_autoAdjust) { m_graph->axisX()->setAutoAdjustRange(true); m_graph->axisZ()->setAutoAdjustRange(true); m_graph->axisY()->setAutoAdjustRange(true); m_inputHandler->setDragSpeedModifier(1.5f); m_autoAdjust = true; } else { m_graph->axisX()->setRange(-20.0f, 20.0f); m_graph->axisY()->setRange(-10.0f, 10.0f); m_graph->axisZ()->setRange(-20.0f, 20.0f); m_inputHandler->setDragSpeedModifier(15.0f); m_autoAdjust = false; } } void Data::addData() { QScatter3DSeries *series = new QScatter3DSeries; series->setMesh(QAbstract3DSeries::MeshCube); series->setMeshSmooth(true); m_graph->addSeries(series); QScatter3DSeries *series2 = new QScatter3DSeries; series2->setMesh(QAbstract3DSeries::MeshMinimal); series2->setMeshSmooth(true); m_graph->addSeries(series2); QScatter3DSeries *series3 = new QScatter3DSeries; series3->setMesh(QAbstract3DSeries::MeshSphere); series3->setMeshSmooth(true); m_graph->addSeries(series3); QScatter3DSeries *series4 = new QScatter3DSeries; series4->setMesh(QAbstract3DSeries::MeshBevelCube); series4->setMeshSmooth(true); m_graph->addSeries(series4); QScatter3DSeries *series5 = new QScatter3DSeries; series5->setMesh(QAbstract3DSeries::MeshSphere); m_graph->addSeries(series5); QScatterDataArray *dataArray = new QScatterDataArray; dataArray->resize(itemCount); QScatterDataItem *ptrToDataArray = &dataArray->first(); for (int i = 0; i < itemCount; i++) { ptrToDataArray->setPosition(randVector()); ptrToDataArray++; } QScatterDataArray *dataArray2 = new QScatterDataArray; dataArray2->resize(itemCount); ptrToDataArray = &dataArray2->first(); for (int i = 0; i < itemCount; i++) { ptrToDataArray->setPosition(randVector()); ptrToDataArray++; } QScatterDataArray *dataArray3 = new QScatterDataArray; dataArray3->resize(itemCount); ptrToDataArray = &dataArray3->first(); for (int i = 0; i < itemCount; i++) { ptrToDataArray->setPosition(randVector()); ptrToDataArray++; } QScatterDataArray *dataArray4 = new QScatterDataArray; dataArray4->resize(itemCount); ptrToDataArray = &dataArray4->first(); for (int i = 0; i < itemCount; i++) { ptrToDataArray->setPosition(randVector()); ptrToDataArray++; } QScatterDataArray *dataArray5 = new QScatterDataArray; dataArray5->resize(itemCount); ptrToDataArray = &dataArray5->first(); for (int i = 0; i < itemCount; i++) { ptrToDataArray->setPosition(randVector()); ptrToDataArray++; } m_graph->seriesList().at(0)->dataProxy()->resetArray(dataArray); m_graph->seriesList().at(1)->dataProxy()->resetArray(dataArray2); m_graph->seriesList().at(2)->dataProxy()->resetArray(dataArray3); m_graph->seriesList().at(3)->dataProxy()->resetArray(dataArray4); m_graph->seriesList().at(4)->dataProxy()->resetArray(dataArray5); } QVector3D Data::randVector() { return QVector3D( (float)(rand() % 100) / 2.0f - (float)(rand() % 100) / 2.0f, (float)(rand() % 100) / 2.0f - (float)(rand() % 100) / 2.0f, (float)(rand() % 100) / 2.0f - (float)(rand() % 100) / 2.0f); }