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++ // Copyright (C) 2015 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 "qcuboidgeometry.h"
++ #include "qcuboidgeometry_p.h"
++
++ #include <Qt3DCore/qattribute.h>
++ #include <Qt3DCore/qbuffer.h>
++ #include <Qt3DCore/private/corelogging_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++
++ namespace Qt3DExtras {
++
++ using namespace Qt3DCore;
++
++ namespace {
++
++ enum PlaneNormal {
++ PositiveX,
++ NegativeX,
++ PositiveY,
++ NegativeY,
++ PositiveZ,
++ NegativeZ
++ };
++
++ void createPlaneVertexData(float w, float h, const QSize &resolution,
++ PlaneNormal normal, float planeDistance,
++ float *vertices)
++ {
++ const float a0 = -w / 2.0f;
++ const float b0 = -h / 2.0f;
++ const float da = w / (resolution.width() - 1);
++ const float db = h / (resolution.height() - 1);
++ const float du = 1.0f / (resolution.width() - 1);
++ const float dv = 1.0f / (resolution.height() - 1);
++
++ switch (normal) {
++ case NegativeX:
++ // Iterate over z
++ for (int j = resolution.height() - 1; j >= 0; --j) {
++ const float b = b0 + static_cast<float>(j) * db;
++ const float v = static_cast<float>(j) * dv;
++
++ // Iterate over y
++ for (int i = 0; i < resolution.width(); ++i) {
++ const float a = a0 + static_cast<float>(i) * da;
++ const float u = static_cast<float>(i) * du;
++
++ // position
++ *vertices++ = planeDistance;
++ *vertices++ = a;
++ *vertices++ = b;
++
++ // texture coordinates
++ *vertices++ = v;
++ *vertices++ = u;
++
++ // normal
++ *vertices++ = -1.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++
++ // tangent
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 1.0f;
++ *vertices++ = 1.0f;
++ }
++ }
++ break;
++
++ case PositiveX: {
++ // Iterate over z
++ for (int j = 0; j < resolution.height(); ++j) {
++ const float b = b0 + static_cast<float>(j) * db;
++ const float v = static_cast<float>(j) * dv;
++
++ // Iterate over y
++ for (int i = 0; i < resolution.width(); ++i) {
++ const float a = a0 + static_cast<float>(i) * da;
++ const float u = static_cast<float>(i) * du;
++
++ // position
++ *vertices++ = planeDistance;
++ *vertices++ = a;
++ *vertices++ = b;
++
++ // texture coordinates
++ *vertices++ = 1.0f - v;
++ *vertices++ = u;
++
++ // normal
++ *vertices++ = 1.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++
++ // tangent
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = -1.0f;
++ *vertices++ = 1.0f;
++ }
++ }
++ break;
++ }
++
++ case NegativeY:
++ // Iterate over z
++ for (int j = 0; j < resolution.height(); ++j) {
++ const float b = b0 + static_cast<float>(j) * db;
++ const float v = static_cast<float>(j) * dv;
++
++ // Iterate over x
++ // This iterates in the opposite sense to the other directions
++ // so that the winding order is correct
++ for (int i = 0; i < resolution.width(); ++i) {
++ const float a = a0 + static_cast<float>(i) * da;
++ const float u = static_cast<float>(i) * du;
++
++ // position
++ *vertices++ = a;
++ *vertices++ = planeDistance;
++ *vertices++ = b;
++
++ // texture coordinates
++ *vertices++ = u;
++ *vertices++ = v;
++
++ // normal
++ *vertices++ = 0.0f;
++ *vertices++ = -1.0f;
++ *vertices++ = 0.0f;
++
++ // tangent
++ *vertices++ = 1.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 1.0f;
++ }
++ }
++ break;
++
++ case PositiveY: {
++ // Iterate over z
++ for (int j = resolution.height() - 1; j >= 0; --j) {
++ const float b = b0 + static_cast<float>(j) * db;
++ const float v = static_cast<float>(j) * dv;
++
++ // Iterate over x
++ // This iterates in the opposite sense to the other directions
++ // so that the winding order is correct
++ for (int i = 0; i < resolution.width(); ++i) {
++ const float a = a0 + static_cast<float>(i) * da;
++ const float u = static_cast<float>(i) * du;
++
++ // position
++ *vertices++ = a;
++ *vertices++ = planeDistance;
++ *vertices++ = b;
++
++ // texture coordinates
++ *vertices++ = u;
++ *vertices++ = 1.0f - v;
++
++ // normal
++ *vertices++ = 0.0f;
++ *vertices++ = 1.0f;
++ *vertices++ = 0.0f;
++
++ // tangent
++ *vertices++ = 1.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 1.0f;
++ }
++ }
++ break;
++ }
++
++ case NegativeZ:
++ // Iterate over y
++ for (int j = 0; j < resolution.height(); ++j) {
++ const float b = b0 + static_cast<float>(j) * db;
++ const float v = static_cast<float>(j) * dv;
++
++ // Iterate over x
++ for (int i = resolution.width() - 1; i >= 0; --i) {
++ const float a = a0 + static_cast<float>(i) * da;
++ const float u = static_cast<float>(i) * du;
++
++ // position
++ *vertices++ = a;
++ *vertices++ = b;
++ *vertices++ = planeDistance;
++
++ // texture coordinates
++ *vertices++ = 1.0f - u;
++ *vertices++ = v;
++
++ // normal
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = -1.0f;
++
++ // tangent
++ *vertices++ = -1.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 1.0f;
++ }
++ }
++ break;
++
++ case PositiveZ: {
++ // Iterate over y
++ for (int j = 0; j < resolution.height(); ++j) {
++ const float b = b0 + static_cast<float>(j) * db;
++ const float v = static_cast<float>(j) * dv;
++
++ // Iterate over x
++ for (int i = 0; i < resolution.width(); ++i) {
++ const float a = a0 + static_cast<float>(i) * da;
++ const float u = static_cast<float>(i) * du;
++
++ // position
++ *vertices++ = a;
++ *vertices++ = b;
++ *vertices++ = planeDistance;
++
++ // texture coordinates
++ *vertices++ = u;
++ *vertices++ = v;
++
++ // normal
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 1.0f;
++
++ // tangent
++ *vertices++ = 1.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 0.0f;
++ *vertices++ = 1.0f;
++ }
++ }
++ break;
++ }
++ } // switch (normal)
++ }
++
++ void createPlaneIndexData(const QSize &resolution, quint16 *indices, quint16 &baseVertex)
++ {
++ // Populate indices taking care to get correct CCW winding on all faces
++ // Iterate over v direction (rows)
++ for (int j = 0; j < resolution.height() - 1; ++j) {
++ const int rowStartIndex = j * resolution.width() + baseVertex;
++ const int nextRowStartIndex = (j + 1) * resolution.width() + baseVertex;
++
++ // Iterate over u direction (columns)
++ for (int i = 0; i < resolution.width() - 1; ++i) {
++ // Split quad into two triangles
++ *indices++ = rowStartIndex + i;
++ *indices++ = rowStartIndex + i + 1;
++ *indices++ = nextRowStartIndex + i;
++
++ *indices++ = nextRowStartIndex + i;
++ *indices++ = rowStartIndex + i + 1;
++ *indices++ = nextRowStartIndex + i + 1;
++ }
++ }
++ baseVertex += resolution.width() * resolution.height();
++ }
++
++ QByteArray createCuboidVertexData(float xExtent,
++ float yExtent,
++ float zExtent,
++ const QSize &yzResolution,
++ const QSize &xzResolution,
++ const QSize &xyResolution)
++ {
++ Q_ASSERT(xExtent > 0.0f && yExtent > 0.0f && zExtent > 0.0);
++ Q_ASSERT(yzResolution.width() >= 2 && yzResolution.height() >=2);
++ Q_ASSERT(xzResolution.width() >= 2 && xzResolution.height() >=2);
++ Q_ASSERT(xyResolution.width() >= 2 && xyResolution.height() >=2);
++
++ const int yzVerts = yzResolution.width() * yzResolution.height();
++ const int xzVerts = xzResolution.width() * xzResolution.height();
++ const int xyVerts = xyResolution.width() * xyResolution.height();
++ const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
++
++ const quint32 elementSize = 3 + 3 + 2 + 4;
++ const quint32 stride = elementSize * sizeof(float);
++ QByteArray vertexBytes;
++ vertexBytes.resize(stride * nVerts);
++ float* vertices = reinterpret_cast<float*>(vertexBytes.data());
++
++ createPlaneVertexData(yExtent, zExtent, yzResolution, PositiveX, xExtent * 0.5f, vertices);
++ vertices += yzVerts * elementSize;
++ createPlaneVertexData(yExtent, zExtent, yzResolution, NegativeX, -xExtent * 0.5f, vertices);
++ vertices += yzVerts * elementSize;
++ createPlaneVertexData(xExtent, zExtent, xzResolution, PositiveY, yExtent * 0.5f, vertices);
++ vertices += xzVerts * elementSize;
++ createPlaneVertexData(xExtent, zExtent, xzResolution, NegativeY, -yExtent * 0.5f, vertices);
++ vertices += xzVerts * elementSize;
++ createPlaneVertexData(xExtent, yExtent, xyResolution, PositiveZ, zExtent * 0.5f, vertices);
++ vertices += xyVerts * elementSize;
++ createPlaneVertexData(xExtent, yExtent, xyResolution, NegativeZ, -zExtent * 0.5f, vertices);
++
++ return vertexBytes;
++ }
++
++ QByteArray createCuboidIndexData(const QSize &yzResolution,
++ const QSize &xzResolution,
++ const QSize &xyResolution)
++ {
++ Q_ASSERT(yzResolution.width() >= 2 && yzResolution.height() >= 2);
++ Q_ASSERT(xzResolution.width() >= 2 && xzResolution.height() >= 2);
++ Q_ASSERT(xyResolution.width() >= 2 && xyResolution.height() >= 2);
++
++ const int yzIndices = 2 * 3 * (yzResolution.width() - 1) * (yzResolution.height() - 1);
++ const int xzIndices = 2 * 3 * (xzResolution.width() - 1) * (xzResolution.height() - 1);
++ const int xyIndices = 2 * 3 * (xyResolution.width() - 1) * (xyResolution.height() - 1);
++ const qsizetype indexCount = 2 * (yzIndices + xzIndices + xyIndices);
++
++ QByteArray indexData;
++ indexData.resize(indexCount * sizeof(quint16));
++ quint16 *indices = reinterpret_cast<quint16 *>(indexData.data());
++ quint16 baseIndex = 0;
++
++ createPlaneIndexData(yzResolution, indices, baseIndex);
++ indices += yzIndices;
++ createPlaneIndexData(yzResolution, indices, baseIndex);
++ indices += yzIndices;
++ createPlaneIndexData(xzResolution, indices, baseIndex);
++ indices += xzIndices;
++ createPlaneIndexData(xzResolution, indices, baseIndex);
++ indices += xzIndices;
++ createPlaneIndexData(xyResolution, indices, baseIndex);
++ indices += xyIndices;
++ createPlaneIndexData(xyResolution, indices, baseIndex);
++
++ return indexData;
++ }
++
++ } // anonymous
++
++ QCuboidGeometryPrivate::QCuboidGeometryPrivate()
++ : QGeometryPrivate()
++ , m_xExtent(1.0f)
++ , m_yExtent(1.0f)
++ , m_zExtent(1.0f)
++ , m_yzFaceResolution(2, 2)
++ , m_xzFaceResolution(2, 2)
++ , m_xyFaceResolution(2, 2)
++ , m_positionAttribute(nullptr)
++ , m_normalAttribute(nullptr)
++ , m_texCoordAttribute(nullptr)
++ , m_tangentAttribute(nullptr)
++ , m_indexAttribute(nullptr)
++ , m_vertexBuffer(nullptr)
++ , m_indexBuffer(nullptr)
++ {
++ }
++
++ void QCuboidGeometryPrivate::init()
++ {
++ Q_Q(QCuboidGeometry);
++ m_positionAttribute = new Qt3DCore::QAttribute(q);
++ m_normalAttribute = new Qt3DCore::QAttribute(q);
++ m_texCoordAttribute = new Qt3DCore::QAttribute(q);
++ m_tangentAttribute = new Qt3DCore::QAttribute(q);
++ m_indexAttribute = new Qt3DCore::QAttribute(q);
++ m_vertexBuffer = new Qt3DCore::QBuffer(q);
++ m_indexBuffer = new Qt3DCore::QBuffer(q);
++
++ // vec3 pos vec2 tex vec3 normal vec4 tangent
++ const quint32 stride = (3 + 2 + 3 + 4) * sizeof(float);
++ const int yzIndices = 2 * 3 * (m_yzFaceResolution.width() - 1) * (m_yzFaceResolution.height() - 1);
++ const int xzIndices = 2 * 3 * (m_xzFaceResolution.width() - 1) * (m_xzFaceResolution.height() - 1);
++ const int xyIndices = 2 * 3 * (m_xyFaceResolution.width() - 1) * (m_xyFaceResolution.height() - 1);
++ const int yzVerts = m_yzFaceResolution.width() * m_yzFaceResolution.height();
++ const int xzVerts = m_xzFaceResolution.width() * m_xzFaceResolution.height();
++ const int xyVerts = m_xyFaceResolution.width() * m_xyFaceResolution.height();
++
++ const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
++ const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
++
++ m_positionAttribute->setName(QAttribute::defaultPositionAttributeName());
++ m_positionAttribute->setVertexBaseType(QAttribute::Float);
++ m_positionAttribute->setVertexSize(3);
++ m_positionAttribute->setAttributeType(QAttribute::VertexAttribute);
++ m_positionAttribute->setBuffer(m_vertexBuffer);
++ m_positionAttribute->setByteStride(stride);
++ m_positionAttribute->setCount(nVerts);
++
++ m_texCoordAttribute->setName(QAttribute::defaultTextureCoordinateAttributeName());
++ m_texCoordAttribute->setVertexBaseType(QAttribute::Float);
++ m_texCoordAttribute->setVertexSize(2);
++ m_texCoordAttribute->setAttributeType(QAttribute::VertexAttribute);
++ m_texCoordAttribute->setBuffer(m_vertexBuffer);
++ m_texCoordAttribute->setByteStride(stride);
++ m_texCoordAttribute->setByteOffset(3 * sizeof(float));
++ m_texCoordAttribute->setCount(nVerts);
++
++ m_normalAttribute->setName(QAttribute::defaultNormalAttributeName());
++ m_normalAttribute->setVertexBaseType(QAttribute::Float);
++ m_normalAttribute->setVertexSize(3);
++ m_normalAttribute->setAttributeType(QAttribute::VertexAttribute);
++ m_normalAttribute->setBuffer(m_vertexBuffer);
++ m_normalAttribute->setByteStride(stride);
++ m_normalAttribute->setByteOffset(5 * sizeof(float));
++ m_normalAttribute->setCount(nVerts);
++
++ m_tangentAttribute->setName(QAttribute::defaultTangentAttributeName());
++ m_tangentAttribute->setVertexBaseType(QAttribute::Float);
++ m_tangentAttribute->setVertexSize(4);
++ m_tangentAttribute->setAttributeType(QAttribute::VertexAttribute);
++ m_tangentAttribute->setBuffer(m_vertexBuffer);
++ m_tangentAttribute->setByteStride(stride);
++ m_tangentAttribute->setByteOffset(8 * sizeof(float));
++ m_tangentAttribute->setCount(nVerts);
++
++ m_indexAttribute->setAttributeType(QAttribute::IndexAttribute);
++ m_indexAttribute->setVertexBaseType(QAttribute::UnsignedShort);
++ m_indexAttribute->setBuffer(m_indexBuffer);
++
++ m_indexAttribute->setCount(indexCount);
++
++ m_vertexBuffer->setData(generateVertexData());
++ m_indexBuffer->setData(generateIndexData());
++
++ q->addAttribute(m_positionAttribute);
++ q->addAttribute(m_texCoordAttribute);
++ q->addAttribute(m_normalAttribute);
++ q->addAttribute(m_tangentAttribute);
++ q->addAttribute(m_indexAttribute);
++ }
++
++ QByteArray QCuboidGeometryPrivate::generateVertexData() const
++ {
++ return createCuboidVertexData(m_xExtent, m_yExtent, m_zExtent,
++ m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution);
++ }
++
++ QByteArray QCuboidGeometryPrivate::generateIndexData() const
++ {
++ return createCuboidIndexData(m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution);
++ }
++
++ /*!
++ * \qmltype CuboidGeometry
++ * \nativetype Qt3DExtras::QCuboidGeometry
++ * \inqmlmodule Qt3D.Extras
++ * \brief CuboidGeometry allows creation of a cuboid in 3D space.
++ *
++ * The CuboidGeometry type is most commonly used internally by the CuboidMesh type
++ * but can also be used in custom GeometryRenderer types.
++ */
++
++ /*!
++ * \qmlproperty real CuboidGeometry::xExtent
++ *
++ * Holds the x extent of the geometry.
++ */
++
++ /*!
++ * \qmlproperty real CuboidGeometry::yExtent
++ *
++ * Holds the y extent of the geometry.
++ */
++
++ /*!
++ * \qmlproperty real CuboidGeometry::zExtent
++ *
++ * Holds the z extent of the geometry.
++ */
++
++ /*!
++ * \qmlproperty size CuboidGeometry::yzMeshResolution
++ *
++ * Holds the y-z resolution.
++ * The width and height values of this property specify the number of vertices generated for
++ * the y-z faces of the mesh.
++ */
++
++ /*!
++ * \qmlproperty size CuboidGeometry::xzMeshResolution
++ *
++ * Holds the x-z resolution.
++ * The width and height values of this property specify the number of vertices generated for
++ * the x-z faces of the mesh.
++ */
++
++ /*!
++ * \qmlproperty size CuboidGeometry::xyMeshResolution
++ *
++ * Holds the x-y resolution.
++ * The width and height values of this property specify the number of vertices generated for
++ * the x-y faces of the mesh.
++ */
++
++ /*!
++ * \qmlproperty Attribute CuboidGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute CuboidGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute CuboidGeometry::texCoordAttribute
++ *
++ * Holds the geometry texture coordinate attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute CuboidGeometry::tangentAttribute
++ *
++ * Holds the geometry tangent attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute CuboidGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++
++ /*!
++ * \class Qt3DExtras::QCuboidGeometry
++ * \ingroup qt3d-extras-geometries
++ * \inheaderfile Qt3DExtras/QCuboidGeometry
++ * \inmodule Qt3DExtras
++ * \brief The QCuboidGeometry class allows creation of a cuboid in 3D space.
++ * \since 5.7
++ * \ingroup geometries
++ * \inherits Qt3DCore::QGeometry
++ *
++ * The QCuboidGeometry class is most commonly used internally by the QCuboidMesh
++ * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.
++ */
++
++ /*!
++ * Constructs a new QCuboidGeometry with \a parent.
++ */
++ QCuboidGeometry::QCuboidGeometry(QNode *parent)
++ : QGeometry(*new QCuboidGeometryPrivate(), parent)
++ {
++ Q_D(QCuboidGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QCuboidGeometry::QCuboidGeometry(QCuboidGeometryPrivate &dd, QNode *parent)
++ : QGeometry(dd, parent)
++ {
++ Q_D(QCuboidGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QCuboidGeometry::~QCuboidGeometry()
++ {
++ }
++
++ /*!
++ * Updates indices based on mesh resolutions.
++ */
++ void QCuboidGeometry::updateIndices()
++ {
++ Q_D(QCuboidGeometry);
++ const int yzIndices = 2 * 3 * (d->m_yzFaceResolution.width() - 1) * (d->m_yzFaceResolution.height() - 1);
++ const int xzIndices = 2 * 3 * (d->m_xzFaceResolution.width() - 1) * (d->m_xzFaceResolution.height() - 1);
++ const int xyIndices = 2 * 3 * (d->m_xyFaceResolution.width() - 1) * (d->m_xyFaceResolution.height() - 1);
++ const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
++
++ d->m_indexAttribute->setCount(indexCount);
++ d->m_indexBuffer->setData(d->generateIndexData());
++ }
++
++ /*!
++ * Updates vertices based on mesh resolutions.
++ */
++ void QCuboidGeometry::updateVertices()
++ {
++ Q_D(QCuboidGeometry);
++ const int yzVerts = d->m_yzFaceResolution.width() * d->m_yzFaceResolution.height();
++ const int xzVerts = d->m_xzFaceResolution.width() * d->m_xzFaceResolution.height();
++ const int xyVerts = d->m_xyFaceResolution.width() * d->m_xyFaceResolution.height();
++ const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
++
++ d->m_positionAttribute->setCount(nVerts);
++ d->m_normalAttribute->setCount(nVerts);
++ d->m_texCoordAttribute->setCount(nVerts);
++ d->m_tangentAttribute->setCount(nVerts);
++
++ d->m_vertexBuffer->setData(d->generateVertexData());
++ }
++
++ void QCuboidGeometry::setXExtent(float xExtent)
++ {
++ Q_D(QCuboidGeometry);
++ if (d->m_xExtent != xExtent) {
++ d->m_xExtent = xExtent;
++ updateVertices();
++ emit xExtentChanged(xExtent);
++ }
++ }
++
++ void QCuboidGeometry::setYExtent(float yExtent)
++ {
++ Q_D(QCuboidGeometry);
++ if (d->m_yExtent != yExtent) {
++ d->m_yExtent = yExtent;
++ updateVertices();
++ emit yExtentChanged(yExtent);
++ }
++ }
++
++ void QCuboidGeometry::setZExtent(float zExtent)
++ {
++ Q_D(QCuboidGeometry);
++ if (d->m_zExtent != zExtent) {
++ d->m_zExtent = zExtent;
++ updateVertices();
++ emit zExtentChanged(zExtent);
++ }
++ }
++
++ void QCuboidGeometry::setYZMeshResolution(const QSize &resolution)
++ {
++ Q_D(QCuboidGeometry);
++ if (d->m_yzFaceResolution != resolution) {
++ d->m_yzFaceResolution = resolution;
++ updateVertices();
++ updateIndices();
++ emit yzMeshResolutionChanged(resolution);
++ }
++ }
++
++ void QCuboidGeometry::setXZMeshResolution(const QSize &resolution)
++ {
++ Q_D(QCuboidGeometry);
++ if (d->m_xzFaceResolution != resolution) {
++ d->m_xzFaceResolution = resolution;
++ updateVertices();
++ updateIndices();
++ emit xzMeshResolutionChanged(resolution);
++ }
++ }
++
++ void QCuboidGeometry::setXYMeshResolution(const QSize &resolution)
++ {
++ Q_D(QCuboidGeometry);
++ if (d->m_xyFaceResolution != resolution) {
++ d->m_xyFaceResolution = resolution;
++ updateVertices();
++ updateIndices();
++ emit xyMeshResolutionChanged(resolution);
++ }
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::xExtent
++ *
++ * Holds the x extent of the geometry.
++ */
++ float QCuboidGeometry::xExtent() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_xExtent;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::yExtent
++ *
++ * Holds the y extent of the geometry.
++ */
++ float QCuboidGeometry::yExtent() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_yExtent;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::zExtent
++ *
++ * Holds the z extent of the geometry.
++ */
++ float QCuboidGeometry::zExtent() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_zExtent;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::yzMeshResolution
++ *
++ * Holds the y-z resolution.
++ * The width and height values of this property specify the number of vertices generated for
++ * the y-z faces of the mesh.
++ */
++ QSize QCuboidGeometry::yzMeshResolution() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_yzFaceResolution;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::xzMeshResolution
++ *
++ * Holds the x-z resolution.
++ * The width and height values of this property specify the number of vertices generated for
++ * the x-z faces of the mesh.
++ */
++ QSize QCuboidGeometry::xyMeshResolution() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_xyFaceResolution;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::xyMeshResolution
++ *
++ * Holds the x-y resolution.
++ * The width and height values of this property specify the number of vertices generated for
++ * the x-y faces of the mesh.
++ */
++ QSize QCuboidGeometry::xzMeshResolution() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_xzFaceResolution;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++ QAttribute *QCuboidGeometry::positionAttribute() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_positionAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++ QAttribute *QCuboidGeometry::normalAttribute() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_normalAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::texCoordAttribute
++ *
++ * Holds the geometry texture coordinate attribute.
++ */
++ QAttribute *QCuboidGeometry::texCoordAttribute() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_texCoordAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::tangentAttribute
++ *
++ * Holds the geometry tangent attribute.
++ */
++ QAttribute *QCuboidGeometry::tangentAttribute() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_tangentAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCuboidGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++ QAttribute *QCuboidGeometry::indexAttribute() const
++ {
++ Q_D(const QCuboidGeometry);
++ return d->m_indexAttribute;
++ }
++
++ } // Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qcuboidgeometry.cpp"