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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;
++ };