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** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
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#include "qspheregeometry.h"
#include "qspheregeometry_p.h"
#include <Qt3DRender/qbufferdatagenerator.h>
#include <Qt3DRender/qbuffer.h>
#include <Qt3DRender/qattribute.h>
#include <qmath.h>
#ifndef _USE_MATH_DEFINES
# define _USE_MATH_DEFINES // For MSVC
#endif
QT_BEGIN_NAMESPACE
using namespace Qt3DRender;
namespace Qt3DExtras {
namespace {
QByteArray createSphereMeshVertexData(float radius, int rings, int slices)
{
QByteArray bufferBytes;
// vec3 pos, vec2 texCoord, vec3 normal, vec4 tangent
const quint32 elementSize = 3 + 2 + 3 + 4;
const quint32 stride = elementSize * sizeof(float);
const int nVerts = (slices + 1) * (rings + 1);
bufferBytes.resize(stride * nVerts);
float* fptr = reinterpret_cast<float*>(bufferBytes.data());
const float dTheta = (M_PI * 2) / static_cast<float>( slices );
const float dPhi = M_PI / static_cast<float>( rings );
const float du = 1.0f / static_cast<float>( slices );
const float dv = 1.0f / static_cast<float>( rings );
// Iterate over latitudes (rings)
for ( int lat = 0; lat < rings + 1; ++lat )
{
const float phi = M_PI_2 - static_cast<float>( lat ) * dPhi;
const float cosPhi = qCos( phi );
const float sinPhi = qSin( phi );
const float v = 1.0f - static_cast<float>( lat ) * dv;
// Iterate over longitudes (slices)
for ( int lon = 0; lon < slices + 1; ++lon )
{
const float theta = static_cast<float>( lon ) * dTheta;
const float cosTheta = qCos( theta );
const float sinTheta = qSin( theta );
const float u = static_cast<float>( lon ) * du;
*fptr++ = radius * cosTheta * cosPhi;
*fptr++ = radius * sinPhi;
*fptr++ = radius * sinTheta * cosPhi;
*fptr++ = u;
*fptr++ = v;
*fptr++ = cosTheta * cosPhi;
*fptr++ = sinPhi;
*fptr++ = sinTheta * cosPhi;
*fptr++ = sinTheta;
*fptr++ = 0.0;
*fptr++ = -cosTheta;
*fptr++ = 1.0;
}
}
return bufferBytes;
}
QByteArray createSphereMeshIndexData(int rings, int slices)
{
int faces = (slices * 2) * (rings - 2); // two tris per slice, for all middle rings
faces += 2 * slices; // tri per slice for both top and bottom
QByteArray indexBytes;
const int indices = faces * 3;
Q_ASSERT(indices < 65536);
indexBytes.resize(indices * sizeof(quint16));
quint16 *indexPtr = reinterpret_cast<quint16*>(indexBytes.data());
// top cap
{
const int nextRingStartIndex = slices + 1;
for ( int j = 0; j < slices; ++j )
{
*indexPtr++ = nextRingStartIndex + j;
*indexPtr++ = 0;
*indexPtr++ = nextRingStartIndex + j + 1;
}
}
for ( int i = 1; i < (rings - 1); ++i )
{
const int ringStartIndex = i * ( slices + 1 );
const int nextRingStartIndex = ( i + 1 ) * ( slices + 1 );
for ( int j = 0; j < slices; ++j )
{
// Split the quad into two triangles
*indexPtr++ = ringStartIndex + j;
*indexPtr++ = ringStartIndex + j + 1;
*indexPtr++ = nextRingStartIndex + j;
*indexPtr++ = nextRingStartIndex + j;
*indexPtr++ = ringStartIndex + j + 1;
*indexPtr++ = nextRingStartIndex + j + 1;
}
}
// bottom cap
{
const int ringStartIndex = (rings - 1) * ( slices + 1);
const int nextRingStartIndex = (rings) * ( slices + 1);
for ( int j = 0; j < slices; ++j )
{
*indexPtr++ = ringStartIndex + j + 1;
*indexPtr++ = nextRingStartIndex;
*indexPtr++ = ringStartIndex + j;
}
}
return indexBytes;
}
} // anonymous
class SphereVertexDataFunctor : public QBufferDataGenerator
{
public:
SphereVertexDataFunctor(int rings, int slices, float radius)
: m_rings(rings)
, m_slices(slices)
, m_radius(radius)
{
}
QByteArray operator ()() override
{
return createSphereMeshVertexData(m_radius, m_rings, m_slices);
}
bool operator ==(const QBufferDataGenerator &other) const override
{
const SphereVertexDataFunctor *otherFunctor = functor_cast<SphereVertexDataFunctor>(&other);
if (otherFunctor != nullptr)
return (otherFunctor->m_rings == m_rings &&
otherFunctor->m_slices == m_slices &&
otherFunctor->m_radius == m_radius);
return false;
}
QT3D_FUNCTOR(SphereVertexDataFunctor)
private:
int m_rings;
int m_slices;
float m_radius;
};
class SphereIndexDataFunctor : public QBufferDataGenerator
{
public:
SphereIndexDataFunctor(int rings, int slices)
: m_rings(rings)
, m_slices(slices)
{
}
QByteArray operator ()() override
{
return createSphereMeshIndexData(m_rings, m_slices);
}
bool operator ==(const QBufferDataGenerator &other) const override
{
const SphereIndexDataFunctor *otherFunctor = functor_cast<SphereIndexDataFunctor>(&other);
if (otherFunctor != nullptr)
return (otherFunctor->m_rings == m_rings &&
otherFunctor->m_slices == m_slices);
return false;
}
QT3D_FUNCTOR(SphereIndexDataFunctor)
private:
int m_rings;
int m_slices;
};
QSphereGeometryPrivate::QSphereGeometryPrivate()
: QGeometryPrivate()
, m_generateTangents(false)
, m_rings(16)
, m_slices(16)
, m_radius(1.0f)
, m_positionAttribute(nullptr)
, m_normalAttribute(nullptr)
, m_texCoordAttribute(nullptr)
, m_tangentAttribute(nullptr)
, m_indexAttribute(nullptr)
, m_vertexBuffer(nullptr)
, m_indexBuffer(nullptr)
{
}
void QSphereGeometryPrivate::init()
{
Q_Q(QSphereGeometry);
m_positionAttribute = new QAttribute(q);
m_normalAttribute = new QAttribute(q);
m_texCoordAttribute = new QAttribute(q);
m_tangentAttribute = new QAttribute(q);
m_indexAttribute = new QAttribute(q);
m_vertexBuffer = new Qt3DRender::QBuffer(q);
m_indexBuffer = new Qt3DRender::QBuffer(q);
// vec3 pos, vec2 tex, vec3 normal, vec4 tangent
const quint32 elementSize = 3 + 2 + 3 + 4;
const quint32 stride = elementSize * sizeof(float);
const int nVerts = (m_slices + 1) * (m_rings + 1);
const int faces = (m_slices * 2) * (m_rings - 2) + (2 * m_slices);
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(faces * 3);
m_vertexBuffer->setDataGenerator(QSharedPointer<SphereVertexDataFunctor>::create(m_rings, m_slices, m_radius));
m_indexBuffer->setDataGenerator(QSharedPointer<SphereIndexDataFunctor>::create(m_rings, m_slices));
q->addAttribute(m_positionAttribute);
q->addAttribute(m_texCoordAttribute);
q->addAttribute(m_normalAttribute);
if (m_generateTangents)
q->addAttribute(m_tangentAttribute);
q->addAttribute(m_indexAttribute);
}
/*!
* \qmltype SphereGeometry
* \instantiates Qt3DExtras::QSphereGeometry
* \inqmlmodule Qt3D.Extras
* \brief SphereGeometry allows creation of a sphere in 3D space.
*
* The SphereGeometry type is most commonly used internally by the SphereMesh type
* but can also be used in custom GeometryRenderer types.
*/
/*!
* \qmlproperty int SphereGeometry::rings
*
* Holds the number of rings in the sphere.
*/
/*!
* \qmlproperty int SphereGeometry::slices
*
* Holds the number of slices in the sphere.
*/
/*!
* \qmlproperty real SphereGeometry::radius
*
* Holds the radius of the sphere.
*/
/*!
* \qmlproperty bool SphereGeometry::generateTangents
*
* Holds the value of the automatic tangent vectors generation flag.
* Tangent vectors are orthogonal to normal vectors.
*/
/*!
* \qmlproperty Attribute SphereGeometry::positionAttribute
*
* Holds the geometry position attribute.
*/
/*!
* \qmlproperty Attribute SphereGeometry::normalAttribute
*
* Holds the geometry normal attribute.
*/
/*!
* \qmlproperty Attribute SphereGeometry::texCoordAttribute
*
* Holds the geometry texture coordinate attribute.
*/
/*!
* \qmlproperty Attribute SphereGeometry::tangentAttribute
*
* Holds the geometry tangent attribute.
*/
/*!
* \qmlproperty Attribute SphereGeometry::indexAttribute
*
* Holds the geometry index attribute.
*/
/*!
* \class Qt3DExtras::QSphereGeometry
\ingroup qt3d-extras-geometries
* \inheaderfile Qt3DExtras/QSphereGeometry
* \inmodule Qt3DExtras
* \brief The QSphereGeometry class allows creation of a sphere in 3D space.
* \since 5.7
* \ingroup geometries
* \inherits Qt3DRender::QGeometry
*
* The QSphereGeometry class is most commonly used internally by the QSphereMesh
* but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.
*/
/*!
* Constructs a new QSphereGeometry with \a parent.
*/
QSphereGeometry::QSphereGeometry(QNode *parent)
: QGeometry(*new QSphereGeometryPrivate(), parent)
{
Q_D(QSphereGeometry);
d->init();
}
/*!
* \internal
*/
QSphereGeometry::QSphereGeometry(QSphereGeometryPrivate &dd, QNode *parent)
: QGeometry(dd, parent)
{
Q_D(QSphereGeometry);
d->init();
}
/*!
* \internal
*/
QSphereGeometry::~QSphereGeometry()
{
}
/*!
* Updates vertices based on rings, slices, and radius properties
*/
void QSphereGeometry::updateVertices()
{
Q_D(QSphereGeometry);
const int nVerts = (d->m_slices + 1) * (d->m_rings + 1);
d->m_positionAttribute->setCount(nVerts);
d->m_texCoordAttribute->setCount(nVerts);
d->m_normalAttribute->setCount(nVerts);
d->m_tangentAttribute->setCount(nVerts);
d->m_vertexBuffer->setDataGenerator(QSharedPointer<SphereVertexDataFunctor>::create(d->m_rings, d->m_slices, d->m_radius));
}
/*!
* Updates indices based on rings and slices properties.
*/
void QSphereGeometry::updateIndices()
{
Q_D(QSphereGeometry);
const int faces = (d->m_slices * 2) * (d->m_rings - 2) + (2 * d->m_slices);
d->m_indexAttribute->setCount(faces * 3);
d->m_indexBuffer->setDataGenerator(QSharedPointer<SphereIndexDataFunctor>::create(d->m_rings, d->m_slices));
}
void QSphereGeometry::setRings(int rings)
{
Q_D(QSphereGeometry);
if (rings != d->m_rings) {
d->m_rings = rings;
updateVertices();
updateIndices();
emit ringsChanged(rings);
}
}
void QSphereGeometry::setSlices(int slices)
{
Q_D(QSphereGeometry);
if (slices != d->m_slices) {
d->m_slices = slices;
updateVertices();
updateIndices();
emit slicesChanged(slices);
}
}
void QSphereGeometry::setRadius(float radius)
{
Q_D(QSphereGeometry);
if (radius != d->m_radius) {
d->m_radius = radius;
updateVertices();
emit radiusChanged(radius);
}
}
void QSphereGeometry::setGenerateTangents(bool gen)
{
Q_D(QSphereGeometry);
if (d->m_generateTangents != gen) {
if (d->m_generateTangents)
removeAttribute(d->m_tangentAttribute);
d->m_generateTangents = gen;
if (d->m_generateTangents)
addAttribute(d->m_tangentAttribute);
emit generateTangentsChanged(gen);
}
}
/*!
* \property QSphereGeometry::generateTangents
*
* Holds the value of the automatic tangent vectors generation flag.
* Tangent vectors are orthogonal to normal vectors.
*/
bool QSphereGeometry::generateTangents() const
{
Q_D(const QSphereGeometry);
return d->m_generateTangents;
}
/*!
* \property QSphereGeometry::rings
*
* Holds the number of rings in the sphere.
*/
int QSphereGeometry::rings() const
{
Q_D(const QSphereGeometry);
return d->m_rings;
}
/*!
* \property QSphereGeometry::slices
*
* Holds the number of slices in the sphere.
*/
int QSphereGeometry::slices() const
{
Q_D(const QSphereGeometry);
return d->m_slices;
}
/*!
* \property QSphereGeometry::radius
*
* Holds the radius of the sphere.
*/
float QSphereGeometry::radius() const
{
Q_D(const QSphereGeometry);
return d->m_radius;
}
/*!
* \property QSphereGeometry::positionAttribute
*
* Holds the geometry position attribute.
*/
QAttribute *QSphereGeometry::positionAttribute() const
{
Q_D(const QSphereGeometry);
return d->m_positionAttribute;
}
/*!
* \property QSphereGeometry::normalAttribute
*
* Holds the geometry normal attribute.
*/
QAttribute *QSphereGeometry::normalAttribute() const
{
Q_D(const QSphereGeometry);
return d->m_normalAttribute;
}
/*!
* \property QSphereGeometry::texCoordAttribute
*
* Holds the geometry texture coordinate attribute.
*/
QAttribute *QSphereGeometry::texCoordAttribute() const
{
Q_D(const QSphereGeometry);
return d->m_texCoordAttribute;
}
/*!
* \property QSphereGeometry::tangentAttribute
*
* Holds the geometry tangent attribute.
*/
QAttribute *QSphereGeometry::tangentAttribute() const
{
Q_D(const QSphereGeometry);
return d->m_tangentAttribute;
}
/*!
* \property QSphereGeometry::indexAttribute
*
* Holds the geometry index attribute.
*/
QAttribute *QSphereGeometry::indexAttribute() const
{
Q_D(const QSphereGeometry);
return d->m_indexAttribute;
}
} // Qt3DExtras
QT_END_NAMESPACE