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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 "qtorusgeometry.h"
++ #include "qtorusgeometry_p.h"
++
++ #include <Qt3DCore/qbuffer.h>
++ #include <Qt3DCore/qattribute.h>
++ #include <QtGui/QVector3D>
++ #include <QtGui/QVector4D>
++
++ #include <qmath.h>
++
++ QT_BEGIN_NAMESPACE
++
++
++ namespace Qt3DExtras {
++
++ using namespace Qt3DCore;
++
++ namespace {
++
++ int vertexCount(int requestedRings, int requestedSlices)
++ {
++ return (requestedRings + 1) * (requestedSlices + 1);
++ }
++
++ int triangleCount(int requestedRings, int requestedSlices)
++ {
++ return 2 * requestedRings * requestedSlices;
++ }
++
++ QByteArray createTorusVertexData(double radius, double minorRadius,
++ int rings, int slices)
++ {
++ // The additional side and ring compared to what the user asked
++ // for is because we also need to ensure proper texture coordinate
++ // wrapping at the seams. Without this the last ring and side would
++ // interpolate the texture coordinates from ~0.9x back down to 0
++ // (the starting value at the first ring). So we insert an extra
++ // ring and side with the same positions as the first ring and side
++ // but with texture coordinates of 1 (compared to 0).
++ const int nVerts = vertexCount(rings, slices);
++ QByteArray bufferBytes;
++ // vec3 pos, vec2 texCoord, vec3 normal, vec4 tangent
++ const quint32 elementSize = 3 + 2 + 3 + 4;
++ const quint32 stride = elementSize * sizeof(float);
++ bufferBytes.resize(stride * nVerts);
++
++ float* fptr = reinterpret_cast<float*>(bufferBytes.data());
++
++ const float ringFactor = (M_PI * 2) / static_cast<float>(rings);
++ const float sliceFactor = (M_PI * 2) / static_cast<float>(slices);
++
++ for (int ring = 0; ring <= rings; ++ring) {
++ const float u = ring * ringFactor;
++ const float cu = qCos(u);
++ const float su = qSin(u);
++
++ for (int slice = 0; slice <= slices; ++slice) {
++ const float v = slice * sliceFactor;
++ const float cv = qCos(v + M_PI);
++ const float sv = qSin(v);
++ const float r = (radius + minorRadius * cv);
++
++ *fptr++ = r * cu;
++ *fptr++ = r * su;
++ *fptr++ = minorRadius * sv;
++
++ *fptr++ = u / (M_PI * 2);
++ *fptr++ = v / (M_PI * 2);
++
++ QVector3D n(cv * cu, cv * su, sv);
++ n.normalize();
++ *fptr++ = n.x();
++ *fptr++ = n.y();
++ *fptr++ = n.z();
++
++ QVector4D t(-su, cu, 0.0f, 1.0f);
++ t.normalize();
++ *fptr++ = t.x();
++ *fptr++ = t.y();
++ *fptr++ = t.z();
++ *fptr++ = t.w();
++ }
++ }
++
++ return bufferBytes;
++ }
++
++ QByteArray createTorusIndexData(int requestedRings, int requestedSlices)
++ {
++ const int slices = requestedSlices + 1;
++ int triangles = triangleCount(requestedRings, requestedSlices);
++ qsizetype indices = triangles * 3;
++ Q_ASSERT(indices < 65536);
++ QByteArray indexBytes;
++ indexBytes.resize(indices * sizeof(quint16));
++ quint16* indexPtr = reinterpret_cast<quint16*>(indexBytes.data());
++
++ for (int ring = 0; ring < requestedRings; ++ring) {
++ const int ringStart = ring * slices;
++ const int nextRingStart = (ring + 1) * slices;
++ for (int slice = 0; slice < requestedSlices; ++slice) {
++ const int nextSlice = (slice + 1) % slices;
++ *indexPtr++ = ringStart + slice;
++ *indexPtr++ = ringStart + nextSlice;
++ *indexPtr++ = nextRingStart + slice;
++ *indexPtr++ = ringStart + nextSlice;
++ *indexPtr++ = nextRingStart + nextSlice;
++ *indexPtr++ = nextRingStart + slice;
++ }
++ }
++
++ return indexBytes;
++ }
++
++ } // anonymous
++
++ QTorusGeometryPrivate::QTorusGeometryPrivate()
++ : QGeometryPrivate()
++ , m_rings(16)
++ , m_slices(16)
++ , m_radius(1.0f)
++ , m_minorRadius(1.0f)
++ , m_positionAttribute(nullptr)
++ , m_normalAttribute(nullptr)
++ , m_texCoordAttribute(nullptr)
++ , m_tangentAttribute(nullptr)
++ , m_indexAttribute(nullptr)
++ , m_vertexBuffer(nullptr)
++ , m_indexBuffer(nullptr)
++ {
++ }
++
++ void QTorusGeometryPrivate::init()
++ {
++ Q_Q(QTorusGeometry);
++ m_positionAttribute = new QAttribute(q);
++ m_normalAttribute = new QAttribute(q);
++ m_texCoordAttribute = new QAttribute(q);
++ m_tangentAttribute = 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, vec4 tangent
++ const quint32 elementSize = 3 + 2 + 3 + 4;
++ const quint32 stride = elementSize * sizeof(float);
++ const int nVerts = vertexCount(m_rings, m_slices);
++ const int triangles = triangleCount(m_rings, m_slices);
++
++ 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(triangles * 3);
++
++ 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 QTorusGeometryPrivate::generateVertexData() const
++ {
++ return createTorusVertexData(m_radius, m_minorRadius, m_rings, m_slices);
++ }
++
++ QByteArray QTorusGeometryPrivate::generateIndexData() const
++ {
++ return createTorusIndexData(m_rings, m_slices);
++ }
++
++ /*!
++ * \qmltype TorusGeometry
++ * \nativetype Qt3DExtras::QTorusGeometry
++ * \inqmlmodule Qt3D.Extras
++ * \brief TorusGeometry allows creation of a torus in 3D space.
++ *
++ * The TorusGeometry type is most commonly used internally by the TorusMesh type
++ * but can also be used in custom GeometryRenderer types.
++ */
++
++ /*!
++ * \qmlproperty int TorusGeometry::rings
++ *
++ * Holds the number of rings in the torus.
++ */
++
++ /*!
++ * \qmlproperty int TorusGeometry::slices
++ *
++ * Holds the number of slices in the torus.
++ */
++
++ /*!
++ * \qmlproperty real TorusGeometry::radius
++ *
++ * Holds the outer radius of the torus.
++ */
++
++ /*!
++ * \qmlproperty real TorusGeometry::minorRadius
++ *
++ * Holds the inner radius of the torus.
++ */
++
++ /*!
++ * \qmlproperty Attribute TorusGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute TorusGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute TorusGeometry::texCoordAttribute
++ *
++ * Holds the geometry texture coordinate attribute.
++ */
++
++ /*!
++ * \qmlproperty Attribute TorusGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++
++ /*!
++ * \class Qt3DExtras::QTorusGeometry
++ * \ingroup qt3d-extras-geometries
++ * \inheaderfile Qt3DExtras/QTorusGeometry
++ * \inmodule Qt3DExtras
++ * \brief The QTorusGeometry class allows creation of a torus in 3D space.
++ * \since 5.7
++ * \ingroup geometries
++ * \inherits Qt3DCore::QGeometry
++ *
++ * The QTorusGeometry class is most commonly used internally by the QTorusMesh
++ * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.
++ */
++
++ /*!
++ * Constructs a new QTorusGeometry with \a parent.
++ */
++ QTorusGeometry::QTorusGeometry(QNode *parent)
++ : QGeometry(*new QTorusGeometryPrivate(), parent)
++ {
++ Q_D(QTorusGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QTorusGeometry::QTorusGeometry(QTorusGeometryPrivate &dd, QNode *parent)
++ : QGeometry(dd, parent)
++ {
++ Q_D(QTorusGeometry);
++ d->init();
++ }
++
++ /*!
++ * \internal
++ */
++ QTorusGeometry::~QTorusGeometry()
++ {
++ }
++
++ /*!
++ * Updates vertices based on rings, slices, and radius properties.
++ */
++ void QTorusGeometry::updateVertices()
++ {
++ Q_D(QTorusGeometry);
++ const int nVerts = vertexCount(d->m_rings, d->m_slices);
++ d->m_positionAttribute->setCount(nVerts);
++ d->m_texCoordAttribute->setCount(nVerts);
++ d->m_normalAttribute->setCount(nVerts);
++ d->m_vertexBuffer->setData(d->generateVertexData());
++ }
++
++ /*!
++ * Updates indices based on rings and slices properties.
++ */
++ void QTorusGeometry::updateIndices()
++ {
++ Q_D(QTorusGeometry);
++ const int triangles = triangleCount(d->m_rings, d->m_slices);
++ d->m_indexAttribute->setCount(triangles * 3);
++ d->m_indexBuffer->setData(d->generateIndexData());
++ }
++
++ void QTorusGeometry::setRings(int rings)
++ {
++ Q_D(QTorusGeometry);
++ if (rings != d->m_rings) {
++ d->m_rings = rings;
++ updateVertices();
++ updateIndices();
++ emit ringsChanged(rings);
++ }
++ }
++
++ void QTorusGeometry::setSlices(int slices)
++ {
++ Q_D(QTorusGeometry);
++ if (slices != d->m_slices) {
++ d->m_slices = slices;
++ updateVertices();
++ updateIndices();
++ emit slicesChanged(slices);
++ }
++ }
++
++ void QTorusGeometry::setRadius(float radius)
++ {
++ Q_D(QTorusGeometry);
++ if (radius != d->m_radius) {
++ d->m_radius = radius;
++ updateVertices();
++ emit radiusChanged(radius);
++ }
++ }
++
++ void QTorusGeometry::setMinorRadius(float minorRadius)
++ {
++ Q_D(QTorusGeometry);
++ if (minorRadius != d->m_minorRadius) {
++ d->m_minorRadius = minorRadius;
++ updateVertices();
++ emit minorRadiusChanged(minorRadius);
++ }
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::rings
++ *
++ * Holds the number of rings in the torus.
++ */
++ int QTorusGeometry::rings() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_rings;
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::slices
++ *
++ * Holds the number of slices in the torus.
++ */
++ int QTorusGeometry::slices() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_slices;
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::radius
++ *
++ * Holds the outer radius of the torus.
++ */
++ float QTorusGeometry::radius() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_radius;
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::minorRadius
++ *
++ * Holds the inner radius of the torus.
++ */
++ float QTorusGeometry::minorRadius() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_minorRadius;
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::positionAttribute
++ *
++ * Holds the geometry position attribute.
++ */
++ QAttribute *QTorusGeometry::positionAttribute() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_positionAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::normalAttribute
++ *
++ * Holds the geometry normal attribute.
++ */
++ QAttribute *QTorusGeometry::normalAttribute() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_normalAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::texCoordAttribute
++ *
++ * Holds the geometry texture coordinate attribute.
++ */
++ QAttribute *QTorusGeometry::texCoordAttribute() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_texCoordAttribute;
++ }
++
++ /*!
++ * \property Qt3DExtras::QTorusGeometry::indexAttribute
++ *
++ * Holds the geometry index attribute.
++ */
++ QAttribute *QTorusGeometry::indexAttribute() const
++ {
++ Q_D(const QTorusGeometry);
++ return d->m_indexAttribute;
++ }
++
++ } // Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qtorusgeometry.cpp"