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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <qquick3dgeometry.h>
#include <qvector3d.h>
class TestGeometry : public QQuick3DGeometry
{
Q_OBJECT
Q_PROPERTY(bool indexed READ indexed WRITE setIndexed NOTIFY indexedChanged)
QML_NAMED_ELEMENT(TestGeometry)
public:
TestGeometry()
{
updateData();
}
bool indexed() const
{
return m_indexed;
}
public Q_SLOTS:
void setIndexed(bool indexed)
{
if (m_indexed == indexed) return;
m_indexed = indexed;
updateData();
}
Q_SIGNALS:
void indexedChanged();
private:
struct Vertex
{
QVector3D pos;
QVector3D norm;
QVector2D texcoord;
};
const int primitiveCount = 200;
inline QVector3D minimum(const QVector3D &v1, const QVector3D &v2) Q_DECL_NOTHROW { return { qMin(v1.x(), v2.x()), qMin(v1.y(), v2.y()), qMin(v1.z(), v2.z()) }; }
inline QVector3D maximum(const QVector3D &v1, const QVector3D &v2) Q_DECL_NOTHROW { return { qMax(v1.x(), v2.x()), qMax(v1.y(), v2.y()), qMax(v1.z(), v2.z()) }; }
void updateData()
{
clear();
QVector3D min = QVector3D(1, 1, 1) * 100000;
QVector3D max = QVector3D(1, 1, 1) * -100000;
QByteArray vertexData;
QByteArray indexData;
QVector3D off = QVector3D(sqrt(primitiveCount) - 10, sqrt(primitiveCount) - 10, 0) * -0.5f;
for (int i = 0; i < primitiveCount / 2; i++) {
int u = i / 10;
int v = i % 10;
Vertex v0 = {QVector3D(u, v, 0) + off, QVector3D(0, 0, 1), QVector2D(u, v) / primitiveCount};
Vertex v1 = {QVector3D(u, v+1, 0) + off, QVector3D(0, 0, 1), QVector2D(u+1, v) / primitiveCount};
Vertex v2 = {QVector3D(u+1, v+1, 0) + off, QVector3D(0, 0, 1), QVector2D(u, v+1) / primitiveCount};
Vertex v3 = {QVector3D(u+1, v+1, 0) + off, QVector3D(0, 0, 1), QVector2D(u+1, v+1) / primitiveCount};
Vertex v4 = {QVector3D(u+1, v, 0) + off, QVector3D(0, 0, 1), QVector2D(u, v+1) / primitiveCount};
Vertex v5 = {QVector3D(u, v, 0) + off, QVector3D(0, 0, 1), QVector2D(u+1, v) / primitiveCount};
vertexData.append(reinterpret_cast<const char *>(&v0), sizeof(Vertex));
vertexData.append(reinterpret_cast<const char *>(&v1), sizeof(Vertex));
vertexData.append(reinterpret_cast<const char *>(&v2), sizeof(Vertex));
vertexData.append(reinterpret_cast<const char *>(&v3), sizeof(Vertex));
vertexData.append(reinterpret_cast<const char *>(&v4), sizeof(Vertex));
vertexData.append(reinterpret_cast<const char *>(&v5), sizeof(Vertex));
if (m_indexed) {
quint32 i0 = 6*i;
quint32 i1 = 6*i+1;
quint32 i2 = 6*i+2;
quint32 i3 = 6*i+3;
quint32 i4 = 6*i+4;
quint32 i5 = 6*i+5;
indexData.append(reinterpret_cast<const char *>(&i0), 4);
indexData.append(reinterpret_cast<const char *>(&i1), 4);
indexData.append(reinterpret_cast<const char *>(&i2), 4);
indexData.append(reinterpret_cast<const char *>(&i3), 4);
indexData.append(reinterpret_cast<const char *>(&i4), 4);
indexData.append(reinterpret_cast<const char *>(&i5), 4);
}
min = minimum(min, v0.pos);
min = minimum(min, v1.pos);
min = minimum(min, v2.pos);
max = maximum(max, v0.pos);
max = maximum(max, v1.pos);
max = maximum(max, v2.pos);
min = minimum(min, v3.pos);
min = minimum(min, v4.pos);
min = minimum(min, v5.pos);
max = maximum(max, v3.pos);
max = maximum(max, v4.pos);
max = maximum(max, v5.pos);
}
addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0,
QQuick3DGeometry::Attribute::ComponentType::F32Type);
addAttribute(QQuick3DGeometry::Attribute::NormalSemantic, sizeof(QVector3D),
QQuick3DGeometry::Attribute::ComponentType::F32Type);
addAttribute(QQuick3DGeometry::Attribute::TexCoordSemantic, 2 * sizeof(QVector3D),
QQuick3DGeometry::Attribute::ComponentType::F32Type);
if (m_indexed) {
addAttribute(QQuick3DGeometry::Attribute::IndexSemantic, 0,
QQuick3DGeometry::Attribute::ComponentType::U32Type);
setIndexData(indexData);
}
setStride(sizeof(Vertex));
setVertexData(vertexData);
setPrimitiveType(QQuick3DGeometry::PrimitiveType::Triangles);
setBounds(min, max);
}
bool m_indexed = false;
};
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