// Copyright (C) 2021 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include #include 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(&v0), sizeof(Vertex)); vertexData.append(reinterpret_cast(&v1), sizeof(Vertex)); vertexData.append(reinterpret_cast(&v2), sizeof(Vertex)); vertexData.append(reinterpret_cast(&v3), sizeof(Vertex)); vertexData.append(reinterpret_cast(&v4), sizeof(Vertex)); vertexData.append(reinterpret_cast(&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(&i0), 4); indexData.append(reinterpret_cast(&i1), 4); indexData.append(reinterpret_cast(&i2), 4); indexData.append(reinterpret_cast(&i3), 4); indexData.append(reinterpret_cast(&i4), 4); indexData.append(reinterpret_cast(&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; };