Revision control

Copy as Markdown

// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "dynamicgeometry.h"
#include <QVector3D>
DynamicGeometry::DynamicGeometry()
{
updateData();
}
void DynamicGeometry::changeGeometry()
{
// Change vertex 1 and 2 positions
QByteArray newData;
newData.resize(sizeof(float) * 4 * 2 * 2);
float *data = reinterpret_cast<float *>(newData.data());
// Vertex 1
data[0] = -2.0f;
data[1] = 0.0f;
data[2] = 0.0f;
data[3] = 1.0f;
// Normal 1
data[4] = 0.0f;
data[5] = 0.0f;
data[6] = 1.0f;
data[7] = 0.0f;
// Vertex 2
data[8] = 2.0f;
data[9] = 0.0f;
data[10] = 0.0f;
data[11] = 1.0f;
// Normal 2
data[12] = 0.0f;
data[13] = 0.0f;
data[14] = 1.0f;
data[15] = 0.0f;
const int offset = sizeof(float) * 4 * 2; // skip vertex 0
setVertexData(offset, newData);
setBounds(QVector3D(-2.0f, -1.0f, 0.0f), QVector3D(2.0f, 1.0f, 0.0f));
}
void DynamicGeometry::changeBounds()
{
setBounds(QVector3D(-1.0f, -1.0f, -2.0f), QVector3D(1.0f, 1.0f, -1.0f));
}
void DynamicGeometry::updateData()
{
QByteArray vertexData;
QByteArray indexData;
setPrimitiveType(QQuick3DGeometry::PrimitiveType::Triangles);
addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0,
QQuick3DGeometry::Attribute::ComponentType::F32Type);
addAttribute(QQuick3DGeometry::Attribute::NormalSemantic, 16,
QQuick3DGeometry::Attribute::ComponentType::F32Type);
addAttribute(QQuick3DGeometry::Attribute::IndexSemantic, 0,
QQuick3DGeometry::Attribute::ComponentType::U16Type);
setStride(32);
// Two Triangles with Vertex + Normals
const int vertexBufferSize = sizeof(float) * 4 * 2 * 4; // 2 x vec4 x 4
vertexData.resize(vertexBufferSize);
float *data = reinterpret_cast<float *>(vertexData.data());
// Vertex 0
data[0] = 0.0f;
data[1] = 1.0f;
data[2] = 0.0f;
data[3] = 1.0f;
// Normal 0
data[4] = 0.0f;
data[5] = 0.0f;
data[6] = 1.0f;
data[7] = 0.0f;
// Vertex 1
data[8] = -1.0f;
data[9] = 0.0f;
data[10] = 0.0f;
data[11] = 1.0f;
// Normal 1
data[12] = 0.0f;
data[13] = 0.0f;
data[14] = 1.0f;
data[15] = 0.0f;
// Vertex 2
data[16] = 1.0f;
data[17] = 0.0f;
data[18] = 0.0f;
data[19] = 1.0f;
// Normal 2
data[20] = 0.0f;
data[21] = 0.0f;
data[22] = 1.0f;
data[23] = 0.0f;
// Vertex 3
data[24] = 0.0f;
data[25] = -1.0f;
data[26] = 0.0f;
data[27] = 1.0f;
// Normal 3
data[28] = 0.0f;
data[29] = 0.0f;
data[30] = 1.0f;
data[31] = 0.0f;
setVertexData(vertexData);
indexData.resize(6 * sizeof(quint16));
quint16 *iData = reinterpret_cast<quint16 *>(indexData.data());
iData[0] = quint16(0);
iData[1] = quint16(1);
iData[2] = quint16(2);
iData[3] = quint16(2);
iData[4] = quint16(1);
iData[5] = quint16(3);
setIndexData(indexData);
setBounds(QVector3D(-1.0f, -1.0f, 0.0f), QVector3D(1.0f, 1.0f, 0.0f));
}