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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 "basegeometryloader_p.h"
++
++ #include <Qt3DCore/qattribute.h>
++ #include <Qt3DCore/qbuffer.h>
++ #include <Qt3DCore/qgeometry.h>
++
++ #include <Qt3DRender/private/qaxisalignedboundingbox_p.h>
++ #include <Qt3DRender/private/renderlogging_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++
++ namespace Qt3DRender {
++
++ using namespace Qt3DCore;
++
++ Q_LOGGING_CATEGORY(BaseGeometryLoaderLog, "Qt3D.BaseGeometryLoader", QtWarningMsg)
++
++ BaseGeometryLoader::BaseGeometryLoader()
++ : m_loadTextureCoords(true)
++ , m_generateTangents(true)
++ , m_centerMesh(false)
++ , m_geometry(nullptr)
++ {
++ }
++
++ Qt3DCore::QGeometry *BaseGeometryLoader::geometry() const
++ {
++ return m_geometry;
++ }
++
++ bool BaseGeometryLoader::load(QIODevice *ioDev, const QString &subMesh)
++ {
++ if (!doLoad(ioDev, subMesh))
++ return false;
++
++ if (m_normals.empty())
++ generateAveragedNormals(m_points, m_normals, m_indices);
++
++ if (m_generateTangents && !m_texCoords.empty())
++ generateTangents(m_points, m_normals, m_indices, m_texCoords, m_tangents);
++
++ if (m_centerMesh)
++ center(m_points);
++
++ qCDebug(BaseGeometryLoaderLog) << "Loaded mesh:";
++ qCDebug(BaseGeometryLoaderLog) << " " << m_points.size() << "points";
++ qCDebug(BaseGeometryLoaderLog) << " " << m_indices.size() / 3 << "triangles.";
++ qCDebug(BaseGeometryLoaderLog) << " " << m_normals.size() << "normals";
++ qCDebug(BaseGeometryLoaderLog) << " " << m_tangents.size() << "tangents ";
++ qCDebug(BaseGeometryLoaderLog) << " " << m_texCoords.size() << "texture coordinates.";
++
++ generateGeometry();
++
++ return true;
++ }
++
++ void BaseGeometryLoader::generateAveragedNormals(const std::vector<QVector3D> &points,
++ std::vector<QVector3D> &normals,
++ const std::vector<unsigned int> &faces) const
++ {
++ for (size_t i = 0; i < points.size(); ++i)
++ normals.push_back(QVector3D());
++
++ for (size_t i = 0; i < faces.size(); i += 3) {
++ const QVector3D &p1 = points[ faces[i] ];
++ const QVector3D &p2 = points[ faces[i+1] ];
++ const QVector3D &p3 = points[ faces[i+2] ];
++
++ const QVector3D a = p2 - p1;
++ const QVector3D b = p3 - p1;
++ const QVector3D n = QVector3D::crossProduct(a, b).normalized();
++
++ normals[ faces[i] ] += n;
++ normals[ faces[i+1] ] += n;
++ normals[ faces[i+2] ] += n;
++ }
++
++ for (size_t i = 0; i < normals.size(); ++i)
++ normals[i].normalize();
++ }
++
++ void BaseGeometryLoader::generateGeometry()
++ {
++ QByteArray bufferBytes;
++ const uint count = uint(m_points.size());
++ const quint32 elementSize = 3 + (hasTextureCoordinates() ? 2 : 0)
++ + (hasNormals() ? 3 : 0)
++ + (hasTangents() ? 4 : 0);
++ const quint32 stride = elementSize * sizeof(float);
++ bufferBytes.resize(stride * count);
++ float *fptr = reinterpret_cast<float*>(bufferBytes.data());
++
++ for (size_t index = 0; index < count; ++index) {
++ *fptr++ = m_points.at(index).x();
++ *fptr++ = m_points.at(index).y();
++ *fptr++ = m_points.at(index).z();
++
++ if (hasTextureCoordinates()) {
++ *fptr++ = m_texCoords.at(index).x();
++ *fptr++ = m_texCoords.at(index).y();
++ }
++
++ if (hasNormals()) {
++ *fptr++ = m_normals.at(index).x();
++ *fptr++ = m_normals.at(index).y();
++ *fptr++ = m_normals.at(index).z();
++ }
++
++ if (hasTangents()) {
++ *fptr++ = m_tangents.at(index).x();
++ *fptr++ = m_tangents.at(index).y();
++ *fptr++ = m_tangents.at(index).z();
++ *fptr++ = m_tangents.at(index).w();
++ }
++ } // of buffer filling loop
++
++ auto *buf = new Qt3DCore::QBuffer();
++ buf->setData(bufferBytes);
++
++ if (m_geometry)
++ qDebug(BaseGeometryLoaderLog, "Existing geometry instance getting overridden.");
++ m_geometry = new QGeometry();
++
++ QAttribute *positionAttribute = new QAttribute(buf, QAttribute::defaultPositionAttributeName(), QAttribute::Float, 3, count, 0, stride);
++ m_geometry->addAttribute(positionAttribute);
++ quint32 offset = sizeof(float) * 3;
++
++ if (hasTextureCoordinates()) {
++ QAttribute *texCoordAttribute = new QAttribute(buf, QAttribute::defaultTextureCoordinateAttributeName(), QAttribute::Float, 2, count, offset, stride);
++ m_geometry->addAttribute(texCoordAttribute);
++ offset += sizeof(float) * 2;
++ }
++
++ if (hasNormals()) {
++ QAttribute *normalAttribute = new QAttribute(buf, QAttribute::defaultNormalAttributeName(), QAttribute::Float, 3, count, offset, stride);
++ m_geometry->addAttribute(normalAttribute);
++ offset += sizeof(float) * 3;
++ }
++
++ if (hasTangents()) {
++ QAttribute *tangentAttribute = new QAttribute(buf, QAttribute::defaultTangentAttributeName(),QAttribute::Float, 4, count, offset, stride);
++ m_geometry->addAttribute(tangentAttribute);
++ offset += sizeof(float) * 4;
++ }
++
++ QByteArray indexBytes;
++ QAttribute::VertexBaseType ty;
++ if (m_indices.size() < 65536) {
++ // we can use USHORT
++ ty = QAttribute::UnsignedShort;
++ indexBytes.resize(m_indices.size() * sizeof(quint16));
++ quint16 *usptr = reinterpret_cast<quint16*>(indexBytes.data());
++ for (int i = 0; i < int(m_indices.size()); ++i)
++ *usptr++ = static_cast<quint16>(m_indices.at(i));
++ } else {
++ // use UINT - no conversion needed, but let's ensure int is 32-bit!
++ ty = QAttribute::UnsignedInt;
++ Q_ASSERT(sizeof(int) == sizeof(quint32));
++ indexBytes.resize(m_indices.size() * sizeof(quint32));
++ memcpy(indexBytes.data(), reinterpret_cast<const char*>(m_indices.data()), indexBytes.size());
++ }
++
++ auto *indexBuffer = new Qt3DCore::QBuffer();
++ indexBuffer->setData(indexBytes);
++ QAttribute *indexAttribute = new QAttribute(indexBuffer, ty, 1, uint(m_indices.size()));
++ indexAttribute->setAttributeType(QAttribute::IndexAttribute);
++ m_geometry->addAttribute(indexAttribute);
++ }
++
++ void BaseGeometryLoader::generateTangents(const std::vector<QVector3D> &points,
++ const std::vector<QVector3D> &normals,
++ const std::vector<unsigned int> &faces,
++ const std::vector<QVector2D> &texCoords,
++ std::vector<QVector4D> &tangents) const
++ {
++ tangents.clear();
++ std::vector<QVector3D> tan1Accum;
++ std::vector<QVector3D> tan2Accum;
++
++ tan1Accum.resize(points.size());
++ tan2Accum.resize(points.size());
++ tangents.resize(points.size());
++
++ // Compute the tangent vector
++ for (size_t i = 0; i < faces.size(); i += 3) {
++ const QVector3D &p1 = points[ faces[i] ];
++ const QVector3D &p2 = points[ faces[i+1] ];
++ const QVector3D &p3 = points[ faces[i+2] ];
++
++ const QVector2D &tc1 = texCoords[ faces[i] ];
++ const QVector2D &tc2 = texCoords[ faces[i+1] ];
++ const QVector2D &tc3 = texCoords[ faces[i+2] ];
++
++ const QVector3D q1 = p2 - p1;
++ const QVector3D q2 = p3 - p1;
++ const float s1 = tc2.x() - tc1.x(), s2 = tc3.x() - tc1.x();
++ const float t1 = tc2.y() - tc1.y(), t2 = tc3.y() - tc1.y();
++ const float r = 1.0f / (s1 * t2 - s2 * t1);
++ const QVector3D tan1((t2 * q1.x() - t1 * q2.x()) * r,
++ (t2 * q1.y() - t1 * q2.y()) * r,
++ (t2 * q1.z() - t1 * q2.z()) * r);
++ const QVector3D tan2((s1 * q2.x() - s2 * q1.x()) * r,
++ (s1 * q2.y() - s2 * q1.y()) * r,
++ (s1 * q2.z() - s2 * q1.z()) * r);
++ tan1Accum[ faces[i] ] += tan1;
++ tan1Accum[ faces[i+1] ] += tan1;
++ tan1Accum[ faces[i+2] ] += tan1;
++ tan2Accum[ faces[i] ] += tan2;
++ tan2Accum[ faces[i+1] ] += tan2;
++ tan2Accum[ faces[i+2] ] += tan2;
++ }
++
++ for (size_t i = 0; i < points.size(); ++i) {
++ const QVector3D &n = normals[i];
++ const QVector3D &t1 = tan1Accum[i];
++ const QVector3D &t2 = tan2Accum[i];
++
++ // Gram-Schmidt orthogonalize
++ tangents[i] = QVector4D(QVector3D(t1 - QVector3D::dotProduct(n, t1) * n).normalized(), 0.0f);
++
++ // Store handedness in w
++ tangents[i].setW((QVector3D::dotProduct(QVector3D::crossProduct(n, t1), t2) < 0.0f) ? -1.0f : 1.0f);
++ }
++ }
++
++ void BaseGeometryLoader::center(std::vector<QVector3D> &points)
++ {
++ if (points.empty())
++ return;
++
++ const QAxisAlignedBoundingBox bb(points);
++ const QVector3D center = bb.center();
++
++ // Translate center of the AABB to the origin
++ for (size_t i = 0; i < points.size(); ++i) {
++ QVector3D &point = points[i];
++ point = point - center;
++ }
++ }
++
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE
++
++ #include "moc_basegeometryloader_p.cpp"