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++ // Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "qextrudedtextgeometry.h"
++ #include "qextrudedtextgeometry_p.h"
++ #include <Qt3DCore/qbuffer.h>
++ #include <Qt3DCore/qattribute.h>
++ #include <private/qtriangulator_p.h>
++ #include <qmath.h>
++ #include <QVector3D>
++ #include <QTextLayout>
++ #include <QTime>
++ #include <QPainterPath>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DExtras {
++
++ namespace {
++
++ static float edgeSplitAngle = 90.f * 0.1f;
++
++ using IndexType = unsigned int;
++
++ struct TriangulationData {
++ struct Outline {
++ int begin;
++ int end;
++ };
++
++ std::vector<QVector3D> vertices;
++ std::vector<IndexType> indices;
++ std::vector<Outline> outlines;
++ std::vector<IndexType> outlineIndices;
++ bool inverted;
++ };
++
++ TriangulationData triangulate(const QString &text, const QFont &font)
++ {
++ TriangulationData result;
++ int beginOutline = 0;
++
++ // Initialize path with text and extract polygons
++ QPainterPath path;
++ path.setFillRule(Qt::WindingFill);
++ path.addText(0, 0, font, text);
++ QList<QPolygonF> polygons = path.toSubpathPolygons(QTransform().scale(1., -1.));
++
++ // maybe glyph has no geometry
++ if (polygons.empty())
++ return result;
++
++ const size_t prevNumIndices = result.indices.size();
++
++ // Reset path and add previously extracted polygons (which where spatially transformed)
++ path = QPainterPath();
++ path.setFillRule(Qt::WindingFill);
++ for (QPolygonF &p : polygons)
++ path.addPolygon(p);
++
++ // Extract polylines out of the path, this allows us to retrieve indices for each glyph outline
++ QPolylineSet polylines = qPolyline(path);
++ std::vector<IndexType> tmpIndices;
++ tmpIndices.resize(size_t(polylines.indices.size()));
++ memcpy(tmpIndices.data(), polylines.indices.data(), size_t(polylines.indices.size()) * sizeof(IndexType));
++
++ int lastIndex = 0;
++ for (const IndexType idx : tmpIndices) {
++ if (idx == std::numeric_limits<IndexType>::max()) {
++ const int endOutline = lastIndex;
++ result.outlines.push_back({beginOutline, endOutline});
++ beginOutline = endOutline;
++ } else {
++ result.outlineIndices.push_back(idx);
++ ++lastIndex;
++ }
++ }
++
++ // Triangulate path
++ const QTriangleSet triangles = qTriangulate(path);
++
++ // Append new indices to result.indices buffer
++ result.indices.resize(result.indices.size() + size_t(triangles.indices.size()));
++ memcpy(&result.indices[prevNumIndices], triangles.indices.data(), size_t(triangles.indices.size()) * sizeof(IndexType));
++ for (size_t i = prevNumIndices, m = result.indices.size(); i < m; ++i)
++ result.indices[i] += IndexType(result.vertices.size());
++
++ // Append new triangles to result.vertices
++ result.vertices.reserve(size_t(triangles.vertices.size()) / 2);
++ for (qsizetype i = 0, m = triangles.vertices.size(); i < m; i += 2)
++ result.vertices.push_back(QVector3D(triangles.vertices[i] / font.pointSizeF(), triangles.vertices[i + 1] / font.pointSizeF(), 0.0f));
++
++ return result;
++ }
++
++ inline QVector3D mix(const QVector3D &a, const QVector3D &b, float ratio)
++ {
++ return a + (b - a) * ratio;
++ }
++
++ } // anonymous namespace
++
++ QExtrudedTextGeometryPrivate::QExtrudedTextGeometryPrivate()
++ : QGeometryPrivate()
++ , m_font(QFont(QStringLiteral("Arial")))
++ , m_depth(1.f)
++ , m_positionAttribute(nullptr)
++ , m_normalAttribute(nullptr)
++ , m_indexAttribute(nullptr)
++ , m_vertexBuffer(nullptr)
++ , m_indexBuffer(nullptr)
++ {
++ m_font.setPointSize(4);
++ }
++
++ void QExtrudedTextGeometryPrivate::init()
++ {
++ Q_Q(QExtrudedTextGeometry);
++ m_positionAttribute = new Qt3DCore::QAttribute(q);
++ m_normalAttribute = new Qt3DCore::QAttribute(q);
++ m_indexAttribute = new Qt3DCore::QAttribute(q);
++ m_vertexBuffer = new Qt3DCore::QBuffer(q);
++ m_indexBuffer = new Qt3DCore::QBuffer(q);
++
++ const quint32 elementSize = 3 + 3;
++ const quint32 stride = elementSize * sizeof(float);
++
++ m_positionAttribute->setName(Qt3DCore::QAttribute::defaultPositionAttributeName());
++ m_positionAttribute->setVertexBaseType(Qt3DCore::QAttribute::Float);
++ m_positionAttribute->setVertexSize(3);
++ m_positionAttribute->setAttributeType(Qt3DCore::QAttribute::VertexAttribute);
++ m_positionAttribute->setBuffer(m_vertexBuffer);
++ m_positionAttribute->setByteStride(stride);
++ m_positionAttribute->setByteOffset(0);
++ m_positionAttribute->setCount(0);
++
++ m_normalAttribute->setName(Qt3DCore::QAttribute::defaultNormalAttributeName());
++ m_normalAttribute->setVertexBaseType(Qt3DCore::QAttribute::Float);
++ m_normalAttribute->setVertexSize(3);
++ m_normalAttribute->setAttributeType(Qt3DCore::QAttribute::VertexAttribute);
++ m_normalAttribute->setBuffer(m_vertexBuffer);
++ m_normalAttribute->setByteStride(stride);
++ m_normalAttribute->setByteOffset(3 * sizeof(float));
++ m_normalAttribute->setCount(0);
++
++ m_indexAttribute->setAttributeType(Qt3DCore::QAttribute::IndexAttribute);
++ m_indexAttribute->setVertexBaseType(Qt3DCore::QAttribute::UnsignedInt);
++ m_indexAttribute->setBuffer(m_indexBuffer);
++ m_indexAttribute->setCount(0);
++
++ q->addAttribute(m_positionAttribute);
++ q->addAttribute(m_normalAttribute);
++ q->addAttribute(m_indexAttribute);
++
++ update();
++ }
++
++ /*!
++ * \qmltype ExtrudedTextGeometry
++ * \nativetype Qt3DExtras::QExtrudedTextGeometry
++ * \inqmlmodule Qt3D.Extras
++ * \brief ExtrudedTextGeometry allows creation of a 3D text in 3D space.
++ *
++ * The ExtrudedTextGeometry type is most commonly used internally by the
++ * ExtrudedTextMesh type but can also be used in custom GeometryRenderer types.
++ *
++ * The origin of the geometry is the rear left end of the text's baseline.
++ */
++
++ /*!
++ * \qmlproperty string ExtrudedTextGeometry::text
++ *
++ * Holds the text used for the mesh.
++ */
++
++ /*!
++ * \qmlproperty font ExtrudedTextGeometry::font
++ *
++ * Holds the font of the text.
++ *
++ * The geometry is normalized by the font's pointSize, so a larger pointSize
++ * will result in smoother, rather than larger, text. pixelSize should not
++ * be used.
++ */
++
++ /*!
++ * \qmlproperty real ExtrudedTextGeometry::depth
++ *
++ * Holds the extrusion depth of the text.
++ */
++
++ /*!
++ * \qmlproperty Attribute ExtrudedTextGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute ExtrudedTextGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute ExtrudedTextGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++
++ /*!
++ * \class Qt3DExtras::QExtrudedTextGeometry
++ * \inheaderfile Qt3DExtras/QExtrudedTextGeometry
++ * \inmodule Qt3DExtras
++ * \brief The QExtrudedTextGeometry class allows creation of a 3D extruded text
++ * in 3D space.
++ * \since 5.9
++ * \ingroup geometries
++ * \inherits Qt3DCore::QGeometry
++ *
++ * The QExtrudedTextGeometry class is most commonly used internally by the QText3DMesh
++ * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.
++ *
++ * The origin of the geometry is the rear left end of the text's baseline.
++ */
++
++ /*!
++ * Constructs a new QExtrudedTextGeometry with \a parent.
++ */
++ QExtrudedTextGeometry::QExtrudedTextGeometry(Qt3DCore::QNode *parent)
++ : QGeometry(*new QExtrudedTextGeometryPrivate(), parent)
++ {
++ Q_D(QExtrudedTextGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QExtrudedTextGeometry::QExtrudedTextGeometry(QExtrudedTextGeometryPrivate &dd, Qt3DCore::QNode *parent)
++ : QGeometry(dd, parent)
++ {
++ Q_D(QExtrudedTextGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QExtrudedTextGeometry::~QExtrudedTextGeometry()
++ {}
++
++ /*!
++ * \internal
++ * Updates vertices based on text, font, extrusionLength and smoothAngle properties.
++ */
++ void QExtrudedTextGeometryPrivate::update()
++ {
++ if (m_text.trimmed().isEmpty()) // save enough?
++ return;
++
++ TriangulationData data = triangulate(m_text, m_font);
++
++ const IndexType numVertices = IndexType(data.vertices.size());
++ const size_t numIndices = data.indices.size();
++
++ struct Vertex {
++ QVector3D position;
++ QVector3D normal;
++ };
++
++ std::vector<IndexType> indices;
++ std::vector<Vertex> vertices;
++
++ // TODO: keep 'vertices.size()' small when extruding
++ vertices.reserve(data.vertices.size() * 2);
++ for (QVector3D &v : data.vertices) // front face
++ vertices.push_back({ v, // vertex
++ QVector3D(0.0f, 0.0f, -1.0f) }); // normal
++ for (QVector3D &v : data.vertices) // front face
++ vertices.push_back({ QVector3D(v.x(), v.y(), m_depth), // vertex
++ QVector3D(0.0f, 0.0f, 1.0f) }); // normal
++
++ int verticesIndex = int(vertices.size());
++ for (size_t i = 0; i < data.outlines.size(); ++i) {
++ const int begin = data.outlines[i].begin;
++ const int end = data.outlines[i].end;
++ const int verticesIndexBegin = verticesIndex;
++
++ if (begin == end)
++ continue;
++
++ QVector3D prevNormal = QVector3D::crossProduct(
++ vertices[data.outlineIndices[end - 1] + numVertices].position - vertices[data.outlineIndices[end - 1]].position,
++ vertices[data.outlineIndices[begin]].position - vertices[data.outlineIndices[end - 1]].position).normalized();
++
++ for (int j = begin; j < end; ++j) {
++ const bool isLastIndex = (j == end - 1);
++ const IndexType cur = data.outlineIndices[j];
++ const IndexType next = data.outlineIndices[((j - begin + 1) % (end - begin)) + begin]; // normalize, bring in range and adjust
++ const QVector3D normal = QVector3D::crossProduct(vertices[cur + numVertices].position - vertices[cur].position, vertices[next].position - vertices[cur].position).normalized();
++
++ // use smooth normals in case of a short angle
++ const bool smooth = QVector3D::dotProduct(prevNormal, normal) > (90.0f - edgeSplitAngle) / 90.0f;
++ const QVector3D resultNormal = smooth ? mix(prevNormal, normal, 0.5f) : normal;
++ if (!smooth) {
++ vertices.push_back({vertices[cur].position, prevNormal});
++ vertices.push_back({vertices[cur + numVertices].position, prevNormal});
++ verticesIndex += 2;
++ }
++
++ vertices.push_back({vertices[cur].position, resultNormal});
++ vertices.push_back({vertices[cur + numVertices].position, resultNormal});
++
++ const int v0 = verticesIndex;
++ const int v1 = verticesIndex + 1;
++ const int v2 = isLastIndex ? verticesIndexBegin : verticesIndex + 2;
++ const int v3 = isLastIndex ? verticesIndexBegin + 1 : verticesIndex + 3;
++
++ indices.push_back(v0);
++ indices.push_back(v1);
++ indices.push_back(v2);
++ indices.push_back(v2);
++ indices.push_back(v1);
++ indices.push_back(v3);
++
++ verticesIndex += 2;
++ prevNormal = normal;
++ }
++ }
++
++ { // upload vertices
++ QByteArray data;
++ data.resize(vertices.size() * sizeof(Vertex));
++ memcpy(data.data(), vertices.data(), vertices.size() * sizeof(Vertex));
++
++ m_vertexBuffer->setData(data);
++ m_positionAttribute->setCount(int(vertices.size()));
++ m_normalAttribute->setCount(int(vertices.size()));
++ }
++
++ // resize for following insertions
++ const int indicesOffset = int(indices.size());
++ indices.resize(indices.size() + numIndices * 2);
++
++ // copy values for back faces
++ IndexType *indicesFaces = indices.data() + indicesOffset;
++ memcpy(indicesFaces, data.indices.data(), numIndices * sizeof(IndexType));
++
++ // insert values for front face and flip triangles
++ for (size_t j = 0; j < numIndices; j += 3) {
++ indicesFaces[numIndices + j ] = indicesFaces[j ] + numVertices;
++ indicesFaces[numIndices + j + 1] = indicesFaces[j + 2] + numVertices;
++ indicesFaces[numIndices + j + 2] = indicesFaces[j + 1] + numVertices;
++ }
++
++ { // upload indices
++ QByteArray data;
++ data.resize(indices.size() * sizeof(IndexType));
++ memcpy(data.data(), indices.data(), indices.size() * sizeof(IndexType));
++
++ m_indexBuffer->setData(data);
++ m_indexAttribute->setCount(uint(indices.size()));
++ }
++ }
++
++ void QExtrudedTextGeometry::setText(const QString &text)
++ {
++ Q_D(QExtrudedTextGeometry);
++ if (d->m_text != text) {
++ d->m_text = text;
++ d->update();
++ emit textChanged(text);
++ }
++ }
++
++ void QExtrudedTextGeometry::setFont(const QFont &font)
++ {
++ Q_D(QExtrudedTextGeometry);
++ if (d->m_font != font) {
++ d->m_font = font;
++ d->update();
++ emit fontChanged(font);
++ }
++ }
++
++ void QExtrudedTextGeometry::setDepth(float depth)
++ {
++ Q_D(QExtrudedTextGeometry);
++ if (d->m_depth != depth) {
++ d->m_depth = depth;
++ d->update();
++ emit depthChanged(depth);
++ }
++ }
++
++ /*!
++ * \property Qt3DExtras::QExtrudedTextGeometry::text
++ *
++ * Holds the text used for the mesh.
++ */
++ QString QExtrudedTextGeometry::text() const
++ {
++ Q_D(const QExtrudedTextGeometry);
++ return d->m_text;
++ }
++
++ /*!
++ * \property Qt3DExtras::QExtrudedTextGeometry::font
++ *
++ * Holds the font of the text.
++ *
++ * The geometry is normalized by the font's pointSize, so a larger pointSize
++ * will result in smoother, rather than larger, text. pixelSize should not
++ * be used.
++ */
++ QFont QExtrudedTextGeometry::font() const
++ {
++ Q_D(const QExtrudedTextGeometry);
++ return d->m_font;
++ }
++
++ /*!
++ * \property Qt3DExtras::QExtrudedTextGeometry::extrusionLength
++ *
++ * Holds the extrusion length of the text.
++ */
++ float QExtrudedTextGeometry::extrusionLength() const
++ {
++ Q_D(const QExtrudedTextGeometry);
++ return d->m_depth;
++ }
++
++ /*!
++ * \property Qt3DExtras::QExtrudedTextGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++ Qt3DCore::QAttribute *QExtrudedTextGeometry::positionAttribute() const
++ {
++ Q_D(const QExtrudedTextGeometry);
++ return d->m_positionAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QExtrudedTextGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++ Qt3DCore::QAttribute *QExtrudedTextGeometry::normalAttribute() const
++ {
++ Q_D(const QExtrudedTextGeometry);
++ return d->m_normalAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QExtrudedTextGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++ Qt3DCore::QAttribute *QExtrudedTextGeometry::indexAttribute() const
++ {
++ Q_D(const QExtrudedTextGeometry);
++ return d->m_indexAttribute;
++ }
++
++ } // Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qextrudedtextgeometry.cpp"