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++ // Copyright (C) 2020 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++
++ #include "examplegeometry.h"
++ #include <QRandomGenerator>
++ #include <QVector3D>
++
++ ExampleTriangleGeometry::ExampleTriangleGeometry()
++ {
++ updateData();
++ }
++
++ void ExampleTriangleGeometry::setNormals(bool enable)
++ {
++ if (m_hasNormals == enable)
++ return;
++
++ m_hasNormals = enable;
++ emit normalsChanged();
++ updateData();
++ update();
++ }
++
++ void ExampleTriangleGeometry::setNormalXY(float xy)
++ {
++ if (m_normalXY == xy)
++ return;
++
++ m_normalXY = xy;
++ emit normalXYChanged();
++ updateData();
++ update();
++ }
++
++ void ExampleTriangleGeometry::setUV(bool enable)
++ {
++ if (m_hasUV == enable)
++ return;
++
++ m_hasUV = enable;
++ emit uvChanged();
++ updateData();
++ update();
++ }
++
++ void ExampleTriangleGeometry::setUVAdjust(float f)
++ {
++ if (m_uvAdjust == f)
++ return;
++
++ m_uvAdjust = f;
++ emit uvAdjustChanged();
++ updateData();
++ update();
++ }
++
++ //! [update data]
++ void ExampleTriangleGeometry::updateData()
++ {
++ clear();
++
++ int stride = 3 * sizeof(float);
++ if (m_hasNormals)
++ stride += 3 * sizeof(float);
++ if (m_hasUV)
++ stride += 2 * sizeof(float);
++
++ QByteArray vertexData(3 * stride, Qt::Initialization::Uninitialized);
++ float *p = reinterpret_cast<float *>(vertexData.data());
++
++ // a triangle, front face = counter-clockwise
++ *p++ = -1.0f; *p++ = -1.0f; *p++ = 0.0f;
++ if (m_hasNormals) {
++ *p++ = m_normalXY; *p++ = m_normalXY; *p++ = 1.0f;
++ }
++ if (m_hasUV) {
++ *p++ = 0.0f + m_uvAdjust; *p++ = 0.0f + m_uvAdjust;
++ }
++ *p++ = 1.0f; *p++ = -1.0f; *p++ = 0.0f;
++ if (m_hasNormals) {
++ *p++ = m_normalXY; *p++ = m_normalXY; *p++ = 1.0f;
++ }
++ if (m_hasUV) {
++ *p++ = 1.0f - m_uvAdjust; *p++ = 0.0f + m_uvAdjust;
++ }
++ *p++ = 0.0f; *p++ = 1.0f; *p++ = 0.0f;
++ if (m_hasNormals) {
++ *p++ = m_normalXY; *p++ = m_normalXY; *p++ = 1.0f;
++ }
++ if (m_hasUV) {
++ *p++ = 1.0f - m_uvAdjust; *p++ = 1.0f - m_uvAdjust;
++ }
++
++ setVertexData(vertexData);
++ setStride(stride);
++ setBounds(QVector3D(-1.0f, -1.0f, 0.0f), QVector3D(+1.0f, +1.0f, 0.0f));
++
++ setPrimitiveType(QQuick3DGeometry::PrimitiveType::Triangles);
++
++ addAttribute(QQuick3DGeometry::Attribute::PositionSemantic,
++ 0,
++ QQuick3DGeometry::Attribute::F32Type);
++
++ if (m_hasNormals) {
++ addAttribute(QQuick3DGeometry::Attribute::NormalSemantic,
++ 3 * sizeof(float),
++ QQuick3DGeometry::Attribute::F32Type);
++ }
++
++ if (m_hasUV) {
++ addAttribute(QQuick3DGeometry::Attribute::TexCoordSemantic,
++ m_hasNormals ? 6 * sizeof(float) : 3 * sizeof(float),
++ QQuick3DGeometry::Attribute::F32Type);
++ }
++ }
++ //! [update data]
++
++ ExamplePointGeometry::ExamplePointGeometry()
++ {
++ updateData();
++ }
++
++ void ExamplePointGeometry::updateData()
++ {
++ clear();
++
++ constexpr auto randomFloat = [](const float lowest, const float highest) -> float {
++ return lowest + QRandomGenerator::global()->generateDouble() * (highest - lowest);
++ };
++ constexpr int NUM_POINTS = 2000;
++ constexpr int stride = 3 * sizeof(float);
++
++ QByteArray vertexData;
++ vertexData.resize(NUM_POINTS * stride);
++ float *p = reinterpret_cast<float *>(vertexData.data());
++
++ for (int i = 0; i < NUM_POINTS; ++i) {
++ *p++ = randomFloat(-5.0f, +5.0f);
++ *p++ = randomFloat(-5.0f, +5.0f);
++ *p++ = 0.0f;
++ }
++
++ setVertexData(vertexData);
++ setStride(stride);
++ setBounds(QVector3D(-5.0f, -5.0f, 0.0f), QVector3D(+5.0f, +5.0f, 0.0f));
++
++ setPrimitiveType(QQuick3DGeometry::PrimitiveType::Points);
++
++ addAttribute(QQuick3DGeometry::Attribute::PositionSemantic,
++ 0,
++ QQuick3DGeometry::Attribute::F32Type);
++ }