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-rw-r--r--examples/quick3d/customgeometry/exampletriangle.py188
1 files changed, 188 insertions, 0 deletions
diff --git a/examples/quick3d/customgeometry/exampletriangle.py b/examples/quick3d/customgeometry/exampletriangle.py
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+++ b/examples/quick3d/customgeometry/exampletriangle.py
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+# Copyright (C) 2022 The Qt Company Ltd.
+# SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+import numpy as np
+from PySide6.QtCore import Property, Signal
+from PySide6.QtGui import QVector3D
+from PySide6.QtQml import QmlElement
+from PySide6.QtQuick3D import QQuick3DGeometry
+
+QML_IMPORT_NAME = "ExampleTriangleGeometry"
+QML_IMPORT_MAJOR_VERSION = 1
+
+
+@QmlElement
+class ExampleTriangleGeometry(QQuick3DGeometry):
+
+ normalsChanged = Signal()
+ normalXYChanged = Signal()
+ uvChanged = Signal()
+ uvAdjustChanged = Signal()
+
+ def __init__(self, parent=None):
+ QQuick3DGeometry.__init__(self, parent)
+ self._hasNormals = False
+ self._normalXY = 0.0
+ self._hasUV = False
+ self._uvAdjust = 0.0
+
+ self.updateData()
+
+ @Property(bool, notify=normalsChanged)
+ def normals(self):
+ return self._hasNormals
+
+ @normals.setter
+ def normals(self, enable):
+ if self._hasNormals == enable:
+ return
+
+ self._hasNormals = enable
+ self.normalsChanged.emit()
+ self.updateData()
+ self.update()
+
+ @Property(float, notify=normalXYChanged)
+ def normalXY(self):
+ return self._normalXY
+
+ @normalXY.setter
+ def normalXY(self, xy):
+ if self._normalXY == xy:
+ return
+
+ self._normalXY = xy
+ self.normalXYChanged.emit()
+ self.updateData()
+ self.update()
+
+ @Property(bool, notify=uvChanged)
+ def uv(self):
+ return self._hasUV
+
+ @uv.setter
+ def uv(self, enable):
+ if self._hasUV == enable:
+ return
+
+ self._hasUV = enable
+ self.uvChanged.emit()
+ self.updateData()
+ self.update()
+
+ @Property(float, notify=uvAdjustChanged)
+ def uvAdjust(self):
+ return self._uvAdjust
+
+ @uvAdjust.setter
+ def uvAdjust(self, f):
+ if self._uvAdjust == f:
+ return
+
+ self._uvAdjust = f
+ self.uvAdjustChanged.emit()
+ self.updateData()
+ self.update()
+
+ def updateData(self):
+ self.clear()
+
+ stride = 3
+ if self._hasNormals:
+ stride += 3
+ if self._hasUV:
+ stride += 2
+
+ # We use numpy arrays to handle the vertex data,
+ # but still we need to consider the 'sizeof(float)'
+ # from C to set the Stride, and Attributes for the
+ # underlying Qt methods
+ FLOAT_SIZE = 4
+ vertexData = np.zeros(3 * stride, dtype=np.float32)
+
+ # a triangle, front face = counter-clockwise
+ p = 0
+ vertexData[p] = -1.0
+ p += 1
+ vertexData[p] = -1.0
+ p += 1
+ vertexData[p] = 0.0
+ p += 1
+
+ if self._hasNormals:
+ vertexData[p] = self._normalXY
+ p += 1
+ vertexData[p] = self._normalXY
+ p += 1
+ vertexData[p] = 1.0
+ p += 1
+
+ if self._hasUV:
+ vertexData[p] = 0.0 + self._uvAdjust
+ p += 1
+ vertexData[p] = 0.0 + self._uvAdjust
+ p += 1
+
+ vertexData[p] = 1.0
+ p += 1
+ vertexData[p] = -1.0
+ p += 1
+ vertexData[p] = 0.0
+ p += 1
+
+ if self._hasNormals:
+ vertexData[p] = self._normalXY
+ p += 1
+ vertexData[p] = self._normalXY
+ p += 1
+ vertexData[p] = 1.0
+ p += 1
+
+ if self._hasUV:
+ vertexData[p] = 1.0 - self._uvAdjust
+ p += 1
+ vertexData[p] = 0.0 + self._uvAdjust
+ p += 1
+
+ vertexData[p] = 0.0
+ p += 1
+ vertexData[p] = 1.0
+ p += 1
+ vertexData[p] = 0.0
+ p += 1
+
+ if self._hasNormals:
+ vertexData[p] = self._normalXY
+ p += 1
+ vertexData[p] = self._normalXY
+ p += 1
+ vertexData[p] = 1.0
+ p += 1
+
+ if self._hasUV:
+ vertexData[p] = 1.0 - self._uvAdjust
+ p += 1
+ vertexData[p] = 1.0 - self._uvAdjust
+ p += 1
+
+ self.setVertexData(vertexData.tobytes())
+ self.setStride(stride * FLOAT_SIZE)
+ self.setBounds(QVector3D(-1.0, -1.0, 0.0), QVector3D(+1.0, +1.0, 0.0))
+ self.setPrimitiveType(QQuick3DGeometry.PrimitiveType.Triangles)
+ self.addAttribute(
+ QQuick3DGeometry.Attribute.PositionSemantic, 0, QQuick3DGeometry.Attribute.F32Type
+ )
+
+ if self._hasNormals:
+ self.addAttribute(
+ QQuick3DGeometry.Attribute.NormalSemantic,
+ 3 * FLOAT_SIZE,
+ QQuick3DGeometry.Attribute.F32Type,
+ )
+
+ if self._hasUV:
+ self.addAttribute(
+ QQuick3DGeometry.Attribute.TexCoordSemantic,
+ 6 * FLOAT_SIZE if self._hasNormals else 3 * FLOAT_SIZE,
+ QQuick3DGeometry.Attribute.F32Type,
+ )