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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
++
++ #ifndef _USE_MATH_DEFINES
++ # define _USE_MATH_DEFINES // For MSVC
++ #endif
++
++ #include "qcylindergeometry.h"
++ #include "qcylindergeometry_p.h"
++
++ #include <Qt3DCore/qbuffer.h>
++ #include <Qt3DCore/qattribute.h>
++ #include <QtGui/QVector3D>
++
++ #include <qmath.h>
++
++
++ QT_BEGIN_NAMESPACE
++
++
++ namespace Qt3DExtras {
++
++ using namespace Qt3DCore;
++
++ namespace {
++
++ int faceCount(int slices, int rings)
++ {
++ return (slices * 2) * (rings - 1) // two tris per side, for each pair of adjacent rings
++ + slices * 2; // two caps
++ }
++
++ int vertexCount(int slices, int rings)
++ {
++ return (slices + 1) * rings + 2 * (slices + 1) + 2;
++ }
++
++ void createSidesVertices(float *&verticesPtr,
++ int rings,
++ int slices,
++ double radius,
++ double length)
++ {
++ const float dY = length / static_cast<float>(rings - 1);
++ const float dTheta = (M_PI * 2) / static_cast<float>(slices);
++
++ for (int ring = 0; ring < rings; ++ring) {
++ const float y = -length / 2.0f + static_cast<float>(ring) * dY;
++
++ for (int slice = 0; slice <= slices; ++slice) {
++ const float theta = static_cast<float>(slice) * dTheta;
++ const float ct = qCos(theta);
++ const float st = qSin(theta);
++
++ *verticesPtr++ = radius * ct;
++ *verticesPtr++ = y;
++ *verticesPtr++ = radius * st;
++
++ *verticesPtr++ = (y + length / 2.0) / length;
++ *verticesPtr++ = theta / (M_PI * 2);
++
++ QVector3D n(ct, 0.0f, st);
++ n.normalize();
++ *verticesPtr++ = n.x();
++ *verticesPtr++ = n.y();
++ *verticesPtr++ = n.z();
++ }
++ }
++ }
++
++ void createSidesIndices(quint16 *&indicesPtr, int rings, int slices)
++ {
++ for (int ring = 0; ring < rings - 1; ++ring) {
++ const int ringIndexStart = ring * (slices + 1);
++ const int nextRingIndexStart = (ring + 1) * (slices + 1);
++
++ for (int slice = 0; slice < slices; ++slice) {
++ const int nextSlice = slice + 1;
++
++ *indicesPtr++ = (ringIndexStart + slice);
++ *indicesPtr++ = (nextRingIndexStart + slice);
++ *indicesPtr++ = (ringIndexStart + nextSlice);
++ *indicesPtr++ = (ringIndexStart + nextSlice);
++ *indicesPtr++ = (nextRingIndexStart + slice);
++ *indicesPtr++ = (nextRingIndexStart + nextSlice);
++ }
++ }
++ }
++
++ void createDiscVertices(float *&verticesPtr,
++ int slices,
++ double radius,
++ double yPosition)
++ {
++ const float dTheta = (M_PI * 2) / static_cast<float>(slices);
++ const double yNormal = (yPosition < 0.0f) ? -1.0f : 1.0f;
++
++ *verticesPtr++ = 0.0f;
++ *verticesPtr++ = yPosition;
++ *verticesPtr++ = 0.0f;
++
++ *verticesPtr++ = 1.0f;
++ *verticesPtr++ = 0.0f;
++
++ *verticesPtr++ = 0.0f;
++ *verticesPtr++ = yNormal;
++ *verticesPtr++ = 0.0f;
++
++ for (int slice = 0; slice <= slices; ++slice) {
++ const float theta = static_cast<float>(slice) * dTheta;
++ const float ct = qCos(theta);
++ const float st = qSin(theta);
++
++ *verticesPtr++ = radius * ct;
++ *verticesPtr++ = yPosition;
++ *verticesPtr++ = radius * st;
++
++ *verticesPtr++ = 1.0f;
++ *verticesPtr++ = theta / (M_PI * 2);
++
++ *verticesPtr++ = 0.0f;
++ *verticesPtr++ = yNormal;
++ *verticesPtr++ = 0.0f;
++ }
++ }
++
++ void createDiscIndices(quint16 *&indicesPtr,
++ int discCenterIndex,
++ int slices,
++ double yPosition)
++ {
++ const double yNormal = (yPosition < 0.0f) ? -1.0f : 1.0f;
++
++ for (int slice = 0; slice < slices; ++slice) {
++ const int nextSlice = slice + 1;
++
++ *indicesPtr++ = discCenterIndex;
++ *indicesPtr++ = (discCenterIndex + 1 + nextSlice);
++ *indicesPtr++ = (discCenterIndex + 1 + slice);
++
++ if (yNormal < 0.0f)
++ qSwap(*(indicesPtr -1), *(indicesPtr - 2));
++ }
++ }
++
++ } // anonymous
++
++ QCylinderGeometryPrivate::QCylinderGeometryPrivate()
++ : QGeometryPrivate()
++ , m_rings(16)
++ , m_slices(16)
++ , m_radius(1.0f)
++ , m_length(1.0f)
++ , m_positionAttribute(nullptr)
++ , m_normalAttribute(nullptr)
++ , m_texCoordAttribute(nullptr)
++ , m_indexAttribute(nullptr)
++ , m_vertexBuffer(nullptr)
++ , m_indexBuffer(nullptr)
++ {
++ }
++
++ void QCylinderGeometryPrivate::init()
++ {
++ Q_Q(QCylinderGeometry);
++ m_positionAttribute = new QAttribute(q);
++ m_normalAttribute = new QAttribute(q);
++ m_texCoordAttribute = new QAttribute(q);
++ m_indexAttribute = new QAttribute(q);
++ m_vertexBuffer = new Qt3DCore::QBuffer(q);
++ m_indexBuffer = new Qt3DCore::QBuffer(q);
++
++ // vec3 pos, vec2 tex, vec3 normal
++ const quint32 elementSize = 3 + 2 + 3;
++ const quint32 stride = elementSize * sizeof(float);
++ const int nVerts = vertexCount(m_slices, m_rings);
++ const int faces = faceCount(m_slices, m_rings);
++
++ 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_indexAttribute->setAttributeType(QAttribute::IndexAttribute);
++ m_indexAttribute->setVertexBaseType(QAttribute::UnsignedShort);
++ m_indexAttribute->setBuffer(m_indexBuffer);
++
++ m_indexAttribute->setCount(faces * 3);
++
++ m_vertexBuffer->setData(generateVertexData());
++ m_indexBuffer->setData(generateIndexData());
++
++ q->addAttribute(m_positionAttribute);
++ q->addAttribute(m_texCoordAttribute);
++ q->addAttribute(m_normalAttribute);
++ q->addAttribute(m_indexAttribute);
++ }
++
++ QByteArray QCylinderGeometryPrivate::generateVertexData() const
++ {
++ const int verticesCount = vertexCount(m_slices, m_rings);
++ // vec3 pos, vec2 texCoord, vec3 normal
++ const quint32 vertexSize = (3 + 2 + 3) * sizeof(float);
++
++ QByteArray verticesData;
++ verticesData.resize(vertexSize * verticesCount);
++ float *verticesPtr = reinterpret_cast<float*>(verticesData.data());
++
++ createSidesVertices(verticesPtr, m_rings, m_slices, m_radius, m_length);
++ createDiscVertices(verticesPtr, m_slices, m_radius, -m_length * 0.5f);
++ createDiscVertices(verticesPtr, m_slices, m_radius, m_length * 0.5f);
++
++ return verticesData;
++ }
++
++ QByteArray QCylinderGeometryPrivate::generateIndexData() const
++ {
++ const int facesCount = faceCount(m_slices, m_rings);
++ const int indicesCount = facesCount * 3;
++ const int indexSize = sizeof(quint16);
++ Q_ASSERT(indicesCount < 65536);
++
++ QByteArray indicesBytes;
++ indicesBytes.resize(indicesCount * indexSize);
++ quint16 *indicesPtr = reinterpret_cast<quint16*>(indicesBytes.data());
++
++ createSidesIndices(indicesPtr, m_rings, m_slices);
++ createDiscIndices(indicesPtr, m_rings * (m_slices + 1), m_slices, -m_length * 0.5);
++ createDiscIndices(indicesPtr, m_rings * (m_slices + 1) + m_slices + 2, m_slices, m_length * 0.5);
++ Q_ASSERT(indicesPtr == (reinterpret_cast<quint16*>(indicesBytes.data()) + indicesCount));
++
++ return indicesBytes;
++ }
++
++ /*!
++ * \qmltype CylinderGeometry
++ * \nativetype Qt3DExtras::QCylinderGeometry
++ * \inqmlmodule Qt3D.Extras
++ * \brief CylinderGeometry allows creation of a cylinder in 3D space.
++ *
++ * The CylinderGeometry type is most commonly used internally by the CylinderMesh type
++ * but can also be used in custom GeometryRenderer types.
++ */
++
++ /*!
++ * \qmlproperty int CylinderGeometry::rings
++ *
++ * Holds the number of rings in the cylinder.
++ */
++
++ /*!
++ * \qmlproperty int CylinderGeometry::slices
++ *
++ * Holds the number of slices in the cylinder.
++ */
++
++ /*!
++ * \qmlproperty real CylinderGeometry::radius
++ *
++ * Holds the radius of the cylinder.
++ */
++
++ /*!
++ * \qmlproperty real CylinderGeometry::length
++ *
++ * Holds the length of the cylinder.
++ */
++
++ /*!
++ * \qmlproperty Attribute CylinderGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute CylinderGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute CylinderGeometry::texCoordAttribute
++ *
++ * Holds the geometry texture coordinate attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute CylinderGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++
++ /*!
++ * \class Qt3DExtras::QCylinderGeometry
++ * \ingroup qt3d-extras-geometries
++ * \inheaderfile Qt3DExtras/QCylinderGeometry
++ * \inmodule Qt3DExtras
++ * \brief The QCylinderGeometry class allows creation of a cylinder in 3D space.
++ * \since 5.7
++ * \ingroup geometries
++ * \inherits Qt3DCore::QGeometry
++ *
++ * The QCylinderGeometry class is most commonly used internally by the QCylinderMesh
++ * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.
++ */
++
++ /*!
++ * Constructs a new QCylinderMesh with \a parent.
++ */
++ QCylinderGeometry::QCylinderGeometry(QNode *parent)
++ : QGeometry(*new QCylinderGeometryPrivate, parent)
++ {
++ Q_D(QCylinderGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QCylinderGeometry::QCylinderGeometry(QCylinderGeometryPrivate &dd, QNode *parent)
++ :QGeometry(dd, parent)
++ {
++ Q_D(QCylinderGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QCylinderGeometry::~QCylinderGeometry()
++ {
++ }
++
++ /*!
++ * Updates the vertices based on rings, slices, and length properties.
++ */
++ void QCylinderGeometry::updateVertices()
++ {
++ Q_D(QCylinderGeometry);
++ const int nVerts = vertexCount(d->m_slices, d->m_rings);
++ d->m_positionAttribute->setCount(nVerts);
++ d->m_texCoordAttribute->setCount(nVerts);
++ d->m_normalAttribute->setCount(nVerts);
++
++ d->m_vertexBuffer->setData(d->generateVertexData());
++ }
++
++ /*!
++ * Updates the indices based on rings, slices, and length properties.
++ */
++ void QCylinderGeometry::updateIndices()
++ {
++ Q_D(QCylinderGeometry);
++ const int faces = faceCount(d->m_slices, d->m_rings);
++ d->m_indexAttribute->setCount(faces * 3);
++ d->m_indexBuffer->setData(d->generateIndexData());
++ }
++
++ void QCylinderGeometry::setRings(int rings)
++ {
++ Q_D(QCylinderGeometry);
++ if (rings != d->m_rings) {
++ d->m_rings = rings;
++ updateVertices();
++ updateIndices();
++ emit ringsChanged(rings);
++ }
++ }
++
++ void QCylinderGeometry::setSlices(int slices)
++ {
++ Q_D(QCylinderGeometry);
++ if (slices != d->m_slices) {
++ d->m_slices = slices;
++ updateVertices();
++ updateIndices();
++ emit slicesChanged(slices);
++ }
++ }
++
++ void QCylinderGeometry::setRadius(float radius)
++ {
++ Q_D(QCylinderGeometry);
++ if (radius != d->m_radius) {
++ d->m_radius = radius;
++ updateVertices();
++ emit radiusChanged(radius);
++ }
++ }
++
++ void QCylinderGeometry::setLength(float length)
++ {
++ Q_D(QCylinderGeometry);
++ if (length != d->m_length) {
++ d->m_length = length;
++ updateVertices();
++ updateIndices();
++ emit lengthChanged(length);
++ }
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::rings
++ *
++ * Holds the number of rings in the cylinder.
++ */
++ int QCylinderGeometry::rings() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_rings;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::slices
++ *
++ * Holds the number of slices in the cylinder.
++ */
++ int QCylinderGeometry::slices() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_slices;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::radius
++ *
++ * Holds the radius of the cylinder.
++ */
++ float QCylinderGeometry::radius() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_radius;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::length
++ *
++ * Holds the length of the cylinder.
++ */
++ float QCylinderGeometry::length() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_length;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++ QAttribute *QCylinderGeometry::positionAttribute() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_positionAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++ QAttribute *QCylinderGeometry::normalAttribute() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_normalAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::texCoordAttribute
++ *
++ * Holds the geometry texture coordinate attribute.
++ */
++ QAttribute *QCylinderGeometry::texCoordAttribute() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_texCoordAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QCylinderGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++ QAttribute *QCylinderGeometry::indexAttribute() const
++ {
++ Q_D(const QCylinderGeometry);
++ return d->m_indexAttribute;
++ }
++
++ } // namespace Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qcylindergeometry.cpp"