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/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
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** General Public License version 3 as published by the Free Software
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** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
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** General Public License version 2.0 or (at your option) the GNU General
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****************************************************************************/
#include "qcuboidgeometry.h"
#include "qcuboidgeometry_p.h"
#include <Qt3DRender/qattribute.h>
#include <Qt3DRender/qbuffer.h>
#include <Qt3DRender/qbufferdatagenerator.h>
#include <Qt3DRender/private/renderlogging_p.h>
#include <limits>
QT_BEGIN_NAMESPACE
using namespace Qt3DRender;
namespace Qt3DExtras {
namespace {
enum PlaneNormal {
PositiveX,
NegativeX,
PositiveY,
NegativeY,
PositiveZ,
NegativeZ
};
void createPlaneVertexData(float w, float h, const QSize &resolution,
PlaneNormal normal, float planeDistance,
float *vertices)
{
const float a0 = -w / 2.0f;
const float b0 = -h / 2.0f;
const float da = w / (resolution.width() - 1);
const float db = h / (resolution.height() - 1);
const float du = 1.0f / (resolution.width() - 1);
const float dv = 1.0f / (resolution.height() - 1);
switch (normal) {
case NegativeX:
// Iterate over z
for (int j = resolution.height() - 1; j >= 0; --j) {
const float b = b0 + static_cast<float>(j) * db;
const float v = static_cast<float>(j) * dv;
// Iterate over y
for (int i = 0; i < resolution.width(); ++i) {
const float a = a0 + static_cast<float>(i) * da;
const float u = static_cast<float>(i) * du;
// position
*vertices++ = planeDistance;
*vertices++ = a;
*vertices++ = b;
// texture coordinates
*vertices++ = v;
*vertices++ = u;
// normal
*vertices++ = -1.0f;
*vertices++ = 0.0f;
*vertices++ = 0.0f;
// tangent
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = 1.0f;
*vertices++ = 1.0f;
}
}
break;
case PositiveX: {
// Iterate over z
for (int j = 0; j < resolution.height(); ++j) {
const float b = b0 + static_cast<float>(j) * db;
const float v = static_cast<float>(j) * dv;
// Iterate over y
for (int i = 0; i < resolution.width(); ++i) {
const float a = a0 + static_cast<float>(i) * da;
const float u = static_cast<float>(i) * du;
// position
*vertices++ = planeDistance;
*vertices++ = a;
*vertices++ = b;
// texture coordinates
*vertices++ = 1.0f - v;
*vertices++ = u;
// normal
*vertices++ = 1.0f;
*vertices++ = 0.0f;
*vertices++ = 0.0f;
// tangent
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = -1.0f;
*vertices++ = 1.0f;
}
}
break;
}
case NegativeY:
// Iterate over z
for (int j = 0; j < resolution.height(); ++j) {
const float b = b0 + static_cast<float>(j) * db;
const float v = static_cast<float>(j) * dv;
// Iterate over x
// This iterates in the opposite sense to the other directions
// so that the winding order is correct
for (int i = 0; i < resolution.width(); ++i) {
const float a = a0 + static_cast<float>(i) * da;
const float u = static_cast<float>(i) * du;
// position
*vertices++ = a;
*vertices++ = planeDistance;
*vertices++ = b;
// texture coordinates
*vertices++ = u;
*vertices++ = v;
// normal
*vertices++ = 0.0f;
*vertices++ = -1.0f;
*vertices++ = 0.0f;
// tangent
*vertices++ = 1.0f;
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = 1.0f;
}
}
break;
case PositiveY: {
// Iterate over z
for (int j = resolution.height() - 1; j >= 0; --j) {
const float b = b0 + static_cast<float>(j) * db;
const float v = static_cast<float>(j) * dv;
// Iterate over x
// This iterates in the opposite sense to the other directions
// so that the winding order is correct
for (int i = 0; i < resolution.width(); ++i) {
const float a = a0 + static_cast<float>(i) * da;
const float u = static_cast<float>(i) * du;
// position
*vertices++ = a;
*vertices++ = planeDistance;
*vertices++ = b;
// texture coordinates
*vertices++ = u;
*vertices++ = 1.0f - v;
// normal
*vertices++ = 0.0f;
*vertices++ = 1.0f;
*vertices++ = 0.0f;
// tangent
*vertices++ = 1.0f;
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = 1.0f;
}
}
break;
}
case NegativeZ:
// Iterate over y
for (int j = 0; j < resolution.height(); ++j) {
const float b = b0 + static_cast<float>(j) * db;
const float v = static_cast<float>(j) * dv;
// Iterate over x
for (int i = resolution.width() - 1; i >= 0; --i) {
const float a = a0 + static_cast<float>(i) * da;
const float u = static_cast<float>(i) * du;
// position
*vertices++ = a;
*vertices++ = b;
*vertices++ = planeDistance;
// texture coordinates
*vertices++ = 1.0f - u;
*vertices++ = v;
// normal
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = -1.0f;
// tangent
*vertices++ = -1.0f;
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = 1.0f;
}
}
break;
case PositiveZ: {
// Iterate over y
for (int j = 0; j < resolution.height(); ++j) {
const float b = b0 + static_cast<float>(j) * db;
const float v = static_cast<float>(j) * dv;
// Iterate over x
for (int i = 0; i < resolution.width(); ++i) {
const float a = a0 + static_cast<float>(i) * da;
const float u = static_cast<float>(i) * du;
// position
*vertices++ = a;
*vertices++ = b;
*vertices++ = planeDistance;
// texture coordinates
*vertices++ = u;
*vertices++ = v;
// normal
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = 1.0f;
// tangent
*vertices++ = 1.0f;
*vertices++ = 0.0f;
*vertices++ = 0.0f;
*vertices++ = 1.0f;
}
}
break;
}
} // switch (normal)
}
void createPlaneIndexData(const QSize &resolution, quint16 *indices, quint16 &baseVertex)
{
// Populate indices taking care to get correct CCW winding on all faces
// Iterate over v direction (rows)
for (int j = 0; j < resolution.height() - 1; ++j) {
const int rowStartIndex = j * resolution.width() + baseVertex;
const int nextRowStartIndex = (j + 1) * resolution.width() + baseVertex;
// Iterate over u direction (columns)
for (int i = 0; i < resolution.width() - 1; ++i) {
// Split quad into two triangles
*indices++ = rowStartIndex + i;
*indices++ = rowStartIndex + i + 1;
*indices++ = nextRowStartIndex + i;
*indices++ = nextRowStartIndex + i;
*indices++ = rowStartIndex + i + 1;
*indices++ = nextRowStartIndex + i + 1;
}
}
baseVertex += resolution.width() * resolution.height();
}
QByteArray createCuboidVertexData(float xExtent,
float yExtent,
float zExtent,
const QSize &yzResolution,
const QSize &xzResolution,
const QSize &xyResolution)
{
Q_ASSERT(xExtent > 0.0f && yExtent > 0.0f && zExtent > 0.0);
Q_ASSERT(yzResolution.width() >= 2 && yzResolution.height() >=2);
Q_ASSERT(xzResolution.width() >= 2 && xzResolution.height() >=2);
Q_ASSERT(xyResolution.width() >= 2 && xyResolution.height() >=2);
const int yzVerts = yzResolution.width() * yzResolution.height();
const int xzVerts = xzResolution.width() * xzResolution.height();
const int xyVerts = xyResolution.width() * xyResolution.height();
const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
const quint32 elementSize = 3 + 3 + 2 + 4;
const quint32 stride = elementSize * sizeof(float);
QByteArray vertexBytes;
vertexBytes.resize(stride * nVerts);
float* vertices = reinterpret_cast<float*>(vertexBytes.data());
createPlaneVertexData(yExtent, zExtent, yzResolution, PositiveX, xExtent * 0.5f, vertices);
vertices += yzVerts * elementSize;
createPlaneVertexData(yExtent, zExtent, yzResolution, NegativeX, -xExtent * 0.5f, vertices);
vertices += yzVerts * elementSize;
createPlaneVertexData(xExtent, zExtent, xzResolution, PositiveY, yExtent * 0.5f, vertices);
vertices += xzVerts * elementSize;
createPlaneVertexData(xExtent, zExtent, xzResolution, NegativeY, -yExtent * 0.5f, vertices);
vertices += xzVerts * elementSize;
createPlaneVertexData(xExtent, yExtent, xyResolution, PositiveZ, zExtent * 0.5f, vertices);
vertices += xyVerts * elementSize;
createPlaneVertexData(xExtent, yExtent, xyResolution, NegativeZ, -zExtent * 0.5f, vertices);
return vertexBytes;
}
QByteArray createCuboidIndexData(const QSize &yzResolution,
const QSize &xzResolution,
const QSize &xyResolution)
{
Q_ASSERT(yzResolution.width() >= 2 && yzResolution.height() >= 2);
Q_ASSERT(xzResolution.width() >= 2 && xzResolution.height() >= 2);
Q_ASSERT(xyResolution.width() >= 2 && xyResolution.height() >= 2);
const int yzIndices = 2 * 3 * (yzResolution.width() - 1) * (yzResolution.height() - 1);
const int xzIndices = 2 * 3 * (xzResolution.width() - 1) * (xzResolution.height() - 1);
const int xyIndices = 2 * 3 * (xyResolution.width() - 1) * (xyResolution.height() - 1);
const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
QByteArray indexData;
indexData.resize(indexCount * sizeof(quint16));
quint16 *indices = reinterpret_cast<quint16 *>(indexData.data());
quint16 baseIndex = 0;
createPlaneIndexData(yzResolution, indices, baseIndex);
indices += yzIndices;
createPlaneIndexData(yzResolution, indices, baseIndex);
indices += yzIndices;
createPlaneIndexData(xzResolution, indices, baseIndex);
indices += xzIndices;
createPlaneIndexData(xzResolution, indices, baseIndex);
indices += xzIndices;
createPlaneIndexData(xyResolution, indices, baseIndex);
indices += xyIndices;
createPlaneIndexData(xyResolution, indices, baseIndex);
return indexData;
}
} // anonymous
class CuboidVertexBufferFunctor : public QBufferDataGenerator
{
public:
explicit CuboidVertexBufferFunctor(float xExtent,
float yExtent,
float zExtent,
const QSize &yzResolution,
const QSize &xzResolution,
const QSize &xyResolution)
: m_xExtent(xExtent)
, m_yExtent(yExtent)
, m_zExtent(zExtent)
, m_yzFaceResolution(yzResolution)
, m_xzFaceResolution(xzResolution)
, m_xyFaceResolution(xyResolution)
{}
~CuboidVertexBufferFunctor() {}
QByteArray operator()() final
{
return createCuboidVertexData(m_xExtent, m_yExtent, m_zExtent,
m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution);
}
bool operator ==(const QBufferDataGenerator &other) const final
{
const CuboidVertexBufferFunctor *otherFunctor = functor_cast<CuboidVertexBufferFunctor>(&other);
if (otherFunctor != nullptr)
return (otherFunctor->m_xExtent == m_xExtent &&
otherFunctor->m_yExtent == m_yExtent &&
otherFunctor->m_zExtent == m_zExtent &&
otherFunctor->m_yzFaceResolution == m_yzFaceResolution &&
otherFunctor->m_xzFaceResolution == m_xzFaceResolution &&
otherFunctor->m_xyFaceResolution == m_xyFaceResolution);
return false;
}
QT3D_FUNCTOR(CuboidVertexBufferFunctor)
private:
float m_xExtent;
float m_yExtent;
float m_zExtent;
QSize m_yzFaceResolution;
QSize m_xzFaceResolution;
QSize m_xyFaceResolution;
};
class CuboidIndexBufferFunctor : public QBufferDataGenerator
{
public:
explicit CuboidIndexBufferFunctor(const QSize &yzResolution,
const QSize &xzResolution,
const QSize &xyResolution)
: m_yzFaceResolution(yzResolution)
, m_xzFaceResolution(xzResolution)
, m_xyFaceResolution(xyResolution)
{}
~CuboidIndexBufferFunctor() {}
QByteArray operator()() final
{
return createCuboidIndexData(m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution);
}
bool operator ==(const QBufferDataGenerator &other) const final
{
const CuboidIndexBufferFunctor *otherFunctor = functor_cast<CuboidIndexBufferFunctor>(&other);
if (otherFunctor != nullptr)
return (otherFunctor->m_yzFaceResolution == m_yzFaceResolution &&
otherFunctor->m_xzFaceResolution == m_xzFaceResolution &&
otherFunctor->m_xyFaceResolution == m_xyFaceResolution);
return false;
}
QT3D_FUNCTOR(CuboidIndexBufferFunctor)
private:
QSize m_yzFaceResolution;
QSize m_xzFaceResolution;
QSize m_xyFaceResolution;
};
QCuboidGeometryPrivate::QCuboidGeometryPrivate()
: QGeometryPrivate()
, m_xExtent(1.0f)
, m_yExtent(1.0f)
, m_zExtent(1.0f)
, m_yzFaceResolution(2, 2)
, m_xzFaceResolution(2, 2)
, m_xyFaceResolution(2, 2)
, m_positionAttribute(nullptr)
, m_normalAttribute(nullptr)
, m_texCoordAttribute(nullptr)
, m_tangentAttribute(nullptr)
, m_indexAttribute(nullptr)
, m_vertexBuffer(nullptr)
, m_indexBuffer(nullptr)
{
}
void QCuboidGeometryPrivate::init()
{
Q_Q(QCuboidGeometry);
m_positionAttribute = new Qt3DRender::QAttribute(q);
m_normalAttribute = new Qt3DRender::QAttribute(q);
m_texCoordAttribute = new Qt3DRender::QAttribute(q);
m_tangentAttribute = new Qt3DRender::QAttribute(q);
m_indexAttribute = new Qt3DRender::QAttribute(q);
m_vertexBuffer = new Qt3DRender::QBuffer(q);
m_indexBuffer = new Qt3DRender::QBuffer(q);
// vec3 pos vec2 tex vec3 normal vec4 tangent
const quint32 stride = (3 + 2 + 3 + 4) * sizeof(float);
const int yzIndices = 2 * 3 * (m_yzFaceResolution.width() - 1) * (m_yzFaceResolution.height() - 1);
const int xzIndices = 2 * 3 * (m_xzFaceResolution.width() - 1) * (m_xzFaceResolution.height() - 1);
const int xyIndices = 2 * 3 * (m_xyFaceResolution.width() - 1) * (m_xyFaceResolution.height() - 1);
const int yzVerts = m_yzFaceResolution.width() * m_yzFaceResolution.height();
const int xzVerts = m_xzFaceResolution.width() * m_xzFaceResolution.height();
const int xyVerts = m_xyFaceResolution.width() * m_xyFaceResolution.height();
const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
m_positionAttribute->setName(QAttribute::defaultPositionAttributeName());
m_positionAttribute->setVertexBaseType(QAttribute::Float);
m_positionAttribute->setVertexSize(3);
m_positionAttribute->setAttributeType(QAttribute::VertexAttribute);
m_positionAttribute->setBuffer(m_vertexBuffer);
m_positionAttribute->setByteStride(stride);
m_positionAttribute->setCount(nVerts);
m_texCoordAttribute->setName(QAttribute::defaultTextureCoordinateAttributeName());
m_texCoordAttribute->setVertexBaseType(QAttribute::Float);
m_texCoordAttribute->setVertexSize(2);
m_texCoordAttribute->setAttributeType(QAttribute::VertexAttribute);
m_texCoordAttribute->setBuffer(m_vertexBuffer);
m_texCoordAttribute->setByteStride(stride);
m_texCoordAttribute->setByteOffset(3 * sizeof(float));
m_texCoordAttribute->setCount(nVerts);
m_normalAttribute->setName(QAttribute::defaultNormalAttributeName());
m_normalAttribute->setVertexBaseType(QAttribute::Float);
m_normalAttribute->setVertexSize(3);
m_normalAttribute->setAttributeType(QAttribute::VertexAttribute);
m_normalAttribute->setBuffer(m_vertexBuffer);
m_normalAttribute->setByteStride(stride);
m_normalAttribute->setByteOffset(5 * sizeof(float));
m_normalAttribute->setCount(nVerts);
m_tangentAttribute->setName(QAttribute::defaultTangentAttributeName());
m_tangentAttribute->setVertexBaseType(QAttribute::Float);
m_tangentAttribute->setVertexSize(4);
m_tangentAttribute->setAttributeType(QAttribute::VertexAttribute);
m_tangentAttribute->setBuffer(m_vertexBuffer);
m_tangentAttribute->setByteStride(stride);
m_tangentAttribute->setByteOffset(8 * sizeof(float));
m_tangentAttribute->setCount(nVerts);
m_indexAttribute->setAttributeType(QAttribute::IndexAttribute);
m_indexAttribute->setVertexBaseType(QAttribute::UnsignedShort);
m_indexAttribute->setBuffer(m_indexBuffer);
m_indexAttribute->setCount(indexCount);
m_vertexBuffer->setDataGenerator(QSharedPointer<CuboidVertexBufferFunctor>::create(m_xExtent, m_yExtent, m_zExtent,
m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution));
m_indexBuffer->setDataGenerator(QSharedPointer<CuboidIndexBufferFunctor>::create(m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution));
q->addAttribute(m_positionAttribute);
q->addAttribute(m_texCoordAttribute);
q->addAttribute(m_normalAttribute);
q->addAttribute(m_tangentAttribute);
q->addAttribute(m_indexAttribute);
}
/*!
* \qmltype CuboidGeometry
* \instantiates Qt3DExtras::QCuboidGeometry
* \inqmlmodule Qt3D.Extras
* \brief CuboidGeometry allows creation of a cuboid in 3D space.
*
* The CuboidGeometry type is most commonly used internally by the CuboidMesh type
* but can also be used in custom GeometryRenderer types.
*/
/*!
* \qmlproperty real CuboidGeometry::xExtent
*
* Holds the x extent of the geometry.
*/
/*!
* \qmlproperty real CuboidGeometry::yExtent
*
* Holds the y extent of the geometry.
*/
/*!
* \qmlproperty real CuboidGeometry::zExtent
*
* Holds the z extent of the geometry.
*/
/*!
* \qmlproperty size CuboidGeometry::yzMeshResolution
*
* Holds the y-z resolution.
* The width and height values of this property specify the number of vertices generated for
* the y-z faces of the mesh.
*/
/*!
* \qmlproperty size CuboidGeometry::xzMeshResolution
*
* Holds the x-z resolution.
* The width and height values of this property specify the number of vertices generated for
* the x-z faces of the mesh.
*/
/*!
* \qmlproperty size CuboidGeometry::xyMeshResolution
*
* Holds the x-y resolution.
* The width and height values of this property specify the number of vertices generated for
* the x-y faces of the mesh.
*/
/*!
* \qmlproperty Attribute CuboidGeometry::positionAttribute
*
* Holds the geometry position attribute.
*/
/*!
* \qmlproperty Attribute CuboidGeometry::normalAttribute
*
* Holds the geometry normal attribute.
*/
/*!
* \qmlproperty Attribute CuboidGeometry::texCoordAttribute
*
* Holds the geometry texture coordinate attribute.
*/
/*!
* \qmlproperty Attribute CuboidGeometry::tangentAttribute
*
* Holds the geometry tangent attribute.
*/
/*!
* \qmlproperty Attribute CuboidGeometry::indexAttribute
*
* Holds the geometry index attribute.
*/
/*!
* \class Qt3DExtras::QCuboidGeometry
\ingroup qt3d-extras-geometries
* \inheaderfile Qt3DExtras/QCuboidGeometry
* \inmodule Qt3DExtras
* \brief The QCuboidGeometry class allows creation of a cuboid in 3D space.
* \since 5.7
* \ingroup geometries
* \inherits Qt3DRender::QGeometry
*
* The QCuboidGeometry class is most commonly used internally by the QCuboidMesh
* but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.
*/
/*!
* Constructs a new QCuboidGeometry with \a parent.
*/
QCuboidGeometry::QCuboidGeometry(QNode *parent)
: QGeometry(*new QCuboidGeometryPrivate(), parent)
{
Q_D(QCuboidGeometry);
d->init();
}
/*!
* \internal
*/
QCuboidGeometry::QCuboidGeometry(QCuboidGeometryPrivate &dd, QNode *parent)
: QGeometry(dd, parent)
{
Q_D(QCuboidGeometry);
d->init();
}
/*!
* \internal
*/
QCuboidGeometry::~QCuboidGeometry()
{
}
/*!
* Updates indices based on mesh resolutions.
*/
void QCuboidGeometry::updateIndices()
{
Q_D(QCuboidGeometry);
const int yzIndices = 2 * 3 * (d->m_yzFaceResolution.width() - 1) * (d->m_yzFaceResolution.height() - 1);
const int xzIndices = 2 * 3 * (d->m_xzFaceResolution.width() - 1) * (d->m_xzFaceResolution.height() - 1);
const int xyIndices = 2 * 3 * (d->m_xyFaceResolution.width() - 1) * (d->m_xyFaceResolution.height() - 1);
const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
d->m_indexAttribute->setCount(indexCount);
d->m_indexBuffer->setDataGenerator(QSharedPointer<CuboidIndexBufferFunctor>::create(d->m_yzFaceResolution, d->m_xzFaceResolution, d->m_xyFaceResolution));
}
/*!
* Updates vertices based on mesh resolutions.
*/
void QCuboidGeometry::updateVertices()
{
Q_D(QCuboidGeometry);
const int yzVerts = d->m_yzFaceResolution.width() * d->m_yzFaceResolution.height();
const int xzVerts = d->m_xzFaceResolution.width() * d->m_xzFaceResolution.height();
const int xyVerts = d->m_xyFaceResolution.width() * d->m_xyFaceResolution.height();
const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
d->m_positionAttribute->setCount(nVerts);
d->m_normalAttribute->setCount(nVerts);
d->m_texCoordAttribute->setCount(nVerts);
d->m_tangentAttribute->setCount(nVerts);
d->m_vertexBuffer->setDataGenerator(QSharedPointer<CuboidVertexBufferFunctor>::create(d->m_xExtent, d->m_yExtent, d->m_zExtent,
d->m_yzFaceResolution, d->m_xzFaceResolution, d->m_xyFaceResolution));
}
void QCuboidGeometry::setXExtent(float xExtent)
{
Q_D(QCuboidGeometry);
if (d->m_xExtent != xExtent) {
d->m_xExtent = xExtent;
updateVertices();
emit xExtentChanged(xExtent);
}
}
void QCuboidGeometry::setYExtent(float yExtent)
{
Q_D(QCuboidGeometry);
if (d->m_yExtent != yExtent) {
d->m_yExtent = yExtent;
updateVertices();
emit yExtentChanged(yExtent);
}
}
void QCuboidGeometry::setZExtent(float zExtent)
{
Q_D(QCuboidGeometry);
if (d->m_zExtent != zExtent) {
d->m_zExtent = zExtent;
updateVertices();
emit zExtentChanged(zExtent);
}
}
void QCuboidGeometry::setYZMeshResolution(const QSize &resolution)
{
Q_D(QCuboidGeometry);
if (d->m_yzFaceResolution != resolution) {
d->m_yzFaceResolution = resolution;
updateVertices();
updateIndices();
emit yzMeshResolutionChanged(resolution);
}
}
void QCuboidGeometry::setXZMeshResolution(const QSize &resolution)
{
Q_D(QCuboidGeometry);
if (d->m_xzFaceResolution != resolution) {
d->m_xzFaceResolution = resolution;
updateVertices();
updateIndices();
emit xzMeshResolutionChanged(resolution);
}
}
void QCuboidGeometry::setXYMeshResolution(const QSize &resolution)
{
Q_D(QCuboidGeometry);
if (d->m_xyFaceResolution != resolution) {
d->m_xyFaceResolution = resolution;
updateVertices();
updateIndices();
emit xyMeshResolutionChanged(resolution);
}
}
/*!
* \property QCuboidGeometry::xExtent
*
* Holds the x extent of the geometry.
*/
float QCuboidGeometry::xExtent() const
{
Q_D(const QCuboidGeometry);
return d->m_xExtent;
}
/*!
* \property QCuboidGeometry::yExtent
*
* Holds the y extent of the geometry.
*/
float QCuboidGeometry::yExtent() const
{
Q_D(const QCuboidGeometry);
return d->m_yExtent;
}
/*!
* \property QCuboidGeometry::zExtent
*
* Holds the z extent of the geometry.
*/
float QCuboidGeometry::zExtent() const
{
Q_D(const QCuboidGeometry);
return d->m_zExtent;
}
/*!
* \property QCuboidGeometry::yzMeshResolution
*
* Holds the y-z resolution.
* The width and height values of this property specify the number of vertices generated for
* the y-z faces of the mesh.
*/
QSize QCuboidGeometry::yzMeshResolution() const
{
Q_D(const QCuboidGeometry);
return d->m_yzFaceResolution;
}
/*!
* \property QCuboidGeometry::xzMeshResolution
*
* Holds the x-z resolution.
* The width and height values of this property specify the number of vertices generated for
* the x-z faces of the mesh.
*/
QSize QCuboidGeometry::xyMeshResolution() const
{
Q_D(const QCuboidGeometry);
return d->m_xyFaceResolution;
}
/*!
* \property QCuboidGeometry::xyMeshResolution
*
* Holds the x-y resolution.
* The width and height values of this property specify the number of vertices generated for
* the x-y faces of the mesh.
*/
QSize QCuboidGeometry::xzMeshResolution() const
{
Q_D(const QCuboidGeometry);
return d->m_xzFaceResolution;
}
/*!
* \property QCuboidGeometry::positionAttribute
*
* Holds the geometry position attribute.
*/
QAttribute *QCuboidGeometry::positionAttribute() const
{
Q_D(const QCuboidGeometry);
return d->m_positionAttribute;
}
/*!
* \property QCuboidGeometry::normalAttribute
*
* Holds the geometry normal attribute.
*/
QAttribute *QCuboidGeometry::normalAttribute() const
{
Q_D(const QCuboidGeometry);
return d->m_normalAttribute;
}
/*!
* \property QCuboidGeometry::texCoordAttribute
*
* Holds the geometry texture coordinate attribute.
*/
QAttribute *QCuboidGeometry::texCoordAttribute() const
{
Q_D(const QCuboidGeometry);
return d->m_texCoordAttribute;
}
/*!
* \property QCuboidGeometry::tangentAttribute
*
* Holds the geometry tangent attribute.
*/
QAttribute *QCuboidGeometry::tangentAttribute() const
{
Q_D(const QCuboidGeometry);
return d->m_tangentAttribute;
}
/*!
* \property QCuboidGeometry::indexAttribute
*
* Holds the geometry index attribute.
*/
QAttribute *QCuboidGeometry::indexAttribute() const
{
Q_D(const QCuboidGeometry);
return d->m_indexAttribute;
}
} // Qt3DExtras
QT_END_NAMESPACE