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authorPaul Lemire <paul.lemire350@gmail.com>2015-08-30 19:18:24 +0200
committerPaul Lemire <paul.lemire@kdab.com>2015-10-15 06:32:14 +0000
commit2ae331ec73718558f2544c87d80b5560a8ec5c8e (patch)
tree30a8e9c47d2c8c32915eaa22a77387e26bb78ea4 /src/render/geometry/qcuboidgeometry.cpp
parentccf83e32dd251cdebc2300e8416925fd75eb36a7 (diff)
QCuboidGeometry refactored into a public class
Change-Id: I25e1647ecf45e2d4e5133b9c1f080e11605cc1ba Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/render/geometry/qcuboidgeometry.cpp')
-rw-r--r--src/render/geometry/qcuboidgeometry.cpp642
1 files changed, 642 insertions, 0 deletions
diff --git a/src/render/geometry/qcuboidgeometry.cpp b/src/render/geometry/qcuboidgeometry.cpp
new file mode 100644
index 000000000..205cb74e4
--- /dev/null
+++ b/src/render/geometry/qcuboidgeometry.cpp
@@ -0,0 +1,642 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qcuboidgeometry.h"
+#include "qcuboidgeometry_p.h"
+#include <Qt3DRenderer/qattribute.h>
+#include <Qt3DRenderer/qbuffer.h>
+#include <Qt3DRenderer/qbufferfunctor.h>
+#include <Qt3DRenderer/private/renderlogging_p.h>
+#include <limits>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+namespace {
+
+enum PlaneNormal {
+ PositiveX,
+ NegativeX,
+ PositiveY,
+ NegativeY,
+ PositiveZ,
+ NegativeZ
+};
+
+void createPlaneVertexData(float w, float h, const QSize &resolution,
+ PlaneNormal normal, float planeDistance,
+ float *vertices)
+{
+ const float a0 = -w / 2.0f;
+ const float b0 = -h / 2.0f;
+ const float da = w / (resolution.width() - 1);
+ const float db = h / (resolution.height() - 1);
+ const float du = 1.0 / (resolution.width() - 1);
+ const float dv = 1.0 / (resolution.height() - 1);
+ float n = 1.0f;
+
+ switch (normal) {
+ case NegativeX:
+ n = -1.0f; // fall through
+ case PositiveX: {
+ // Iterate over z
+ for (int j = 0; j < resolution.height(); ++j) {
+ const float b = b0 + static_cast<float>(j) * db;
+ const float v = static_cast<float>(j) * dv;
+
+ // Iterate over y
+ for (int i = 0; i < resolution.width(); ++i) {
+ const float a = a0 + static_cast<float>(i) * da;
+ const float u = static_cast<float>(i) * du;
+
+ // position
+ *vertices++ = planeDistance;
+ *vertices++ = a;
+ *vertices++ = b;
+
+ // texture coordinates
+ *vertices++ = u;
+ *vertices++ = v;
+
+ // normal
+ *vertices++ = n;
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+
+ // tangent
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 1.0f;
+ *vertices++ = 1.0f;
+ }
+ }
+ break;
+ }
+
+ case NegativeY:
+ n = -1.0f;
+ case PositiveY: {
+ // Iterate over z
+ for (int j = 0; j < resolution.height(); ++j) {
+ const float b = b0 + static_cast<float>(j) * db;
+ const float v = static_cast<float>(j) * dv;
+
+ // Iterate over x
+ // This iterates in the opposite sense to the other directions
+ // so that the winding order is correct
+ for (int i = resolution.width() - 1; i >= 0; --i) {
+ const float a = a0 + static_cast<float>(i) * da;
+ const float u = static_cast<float>(i) * du;
+
+ // position
+ *vertices++ = a;
+ *vertices++ = planeDistance;
+ *vertices++ = b;
+
+ // texture coordinates
+ *vertices++ = u;
+ *vertices++ = v;
+
+ // normal
+ *vertices++ = 0.0f;
+ *vertices++ = n;
+ *vertices++ = 0.0f;
+
+ // tangent
+ *vertices++ = 1.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 1.0f;
+ }
+ }
+ break;
+ }
+
+ case NegativeZ:
+ n = -1.0f;
+ case PositiveZ: {
+ // Iterate over y
+ for (int j = 0; j < resolution.height(); ++j) {
+ const float b = b0 + static_cast<float>(j) * db;
+ const float v = static_cast<float>(j) * dv;
+
+ // Iterate over x
+ for (int i = 0; i < resolution.width(); ++i) {
+ const float a = a0 + static_cast<float>(i) * da;
+ const float u = static_cast<float>(i) * du;
+
+ // position
+ *vertices++ = a;
+ *vertices++ = b;
+ *vertices++ = planeDistance;
+
+ // texture coordinates
+ *vertices++ = u;
+ *vertices++ = v;
+
+ // normal
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = n;
+
+ // tangent
+ *vertices++ = 1.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 0.0f;
+ *vertices++ = 1.0f;
+ }
+ }
+ break;
+ }
+ } // switch (normal)
+}
+
+void createPlaneIndexData(PlaneNormal normal, const QSize &resolution, quint16 *indices, quint16 &baseVertex)
+{
+ float n = 1.0f;
+
+ switch (normal) {
+ case NegativeX:
+ case NegativeY:
+ case NegativeZ:
+ n = -1.0f;
+ break;
+ default:
+ break;
+ }
+
+ // Populate indices taking care to get correct CCW winding on all faces
+ if (n > 0.0f) {
+ for (int j = 0; j < resolution.height() - 1; ++j) {
+ const int rowStartIndex = j * resolution.width() + baseVertex;
+ const int nextRowStartIndex = (j + 1) * resolution.width() + baseVertex;
+
+ // Iterate over x
+ for (int i = 0; i < resolution.width() - 1; ++i) {
+ // Split quad into two triangles
+ *indices++ = rowStartIndex + i;
+ *indices++ = rowStartIndex + i + 1;
+ *indices++ = nextRowStartIndex + i;
+
+ *indices++ = nextRowStartIndex + i;
+ *indices++ = rowStartIndex + i + 1;
+ *indices++ = nextRowStartIndex + i + 1;
+ }
+ }
+ } else {
+ for (int j = 0; j < resolution.height() - 1; ++j) {
+ const int rowStartIndex = j * resolution.width() + baseVertex;
+ const int nextRowStartIndex = (j + 1) * resolution.width() + baseVertex;
+
+ // Iterate over x
+ for (int i = 0; i < resolution.width() - 1; ++i) {
+ // Split quad into two triangles
+ *indices++ = rowStartIndex + i;
+ *indices++ = nextRowStartIndex + i;
+ *indices++ = rowStartIndex + i + 1;
+
+ *indices++ = nextRowStartIndex + i;
+ *indices++ = nextRowStartIndex + i + 1;
+ *indices++ = rowStartIndex + i + 1;
+ }
+ }
+ }
+ baseVertex += resolution.width() * resolution.height();
+}
+
+QByteArray createCuboidVertexData(float xExtent,
+ float yExtent,
+ float zExtent,
+ const QSize &yzResolution,
+ const QSize &xzResolution,
+ const QSize &xyResolution)
+{
+ Q_ASSERT(xExtent > 0.0f && yExtent > 0.0f && zExtent > 0.0);
+ Q_ASSERT(yzResolution.width() >= 2 && yzResolution.height() >=2);
+ Q_ASSERT(xzResolution.width() >= 2 && xzResolution.height() >=2);
+ Q_ASSERT(xyResolution.width() >= 2 && xyResolution.height() >=2);
+
+ const int yzVerts = yzResolution.width() * yzResolution.height();
+ const int xzVerts = xzResolution.width() * xzResolution.height();
+ const int xyVerts = xyResolution.width() * xyResolution.height();
+ const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
+
+ const quint32 elementSize = 3 + 3 + 2 + 4;
+ const quint32 stride = elementSize * sizeof(float);
+ QByteArray vertexBytes;
+ vertexBytes.resize(stride * nVerts);
+ float* vertices = reinterpret_cast<float*>(vertexBytes.data());
+
+ createPlaneVertexData(yExtent, zExtent, yzResolution, PositiveX, xExtent * 0.5f, vertices);
+ vertices += yzVerts * elementSize;
+ createPlaneVertexData(yExtent, zExtent, yzResolution, NegativeX, -xExtent * 0.5f, vertices);
+ vertices += yzVerts * elementSize;
+ createPlaneVertexData(xExtent, zExtent, xzResolution, PositiveY, yExtent * 0.5f, vertices);
+ vertices += xzVerts * elementSize;
+ createPlaneVertexData(xExtent, zExtent, xzResolution, NegativeY, -yExtent * 0.5f, vertices);
+ vertices += xzVerts * elementSize;
+ createPlaneVertexData(xExtent, yExtent, xyResolution, PositiveZ, zExtent * 0.5f, vertices);
+ vertices += xyVerts * elementSize;
+ createPlaneVertexData(xExtent, yExtent, xyResolution, NegativeZ, -zExtent * 0.5f, vertices);
+
+ return vertexBytes;
+}
+
+QByteArray createCuboidIndexData(const QSize &yzResolution,
+ const QSize &xzResolution,
+ const QSize &xyResolution)
+{
+ Q_ASSERT(yzResolution.width() >= 2 && yzResolution.height() >= 2);
+ Q_ASSERT(xzResolution.width() >= 2 && xzResolution.height() >= 2);
+ Q_ASSERT(xyResolution.width() >= 2 && xyResolution.height() >= 2);
+
+ const int yzIndices = 2 * 3 * (yzResolution.width() - 1) * (yzResolution.height() - 1);
+ const int xzIndices = 2 * 3 * (xzResolution.width() - 1) * (xzResolution.height() - 1);
+ const int xyIndices = 2 * 3 * (xyResolution.width() - 1) * (xyResolution.height() - 1);
+ const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
+
+ QByteArray indexData;
+ indexData.resize(indexCount * sizeof(quint16));
+ quint16 *indices = reinterpret_cast<quint16 *>(indexData.data());
+ quint16 baseIndex = 0;
+
+ createPlaneIndexData(PositiveX, yzResolution, indices, baseIndex);
+ indices += yzIndices;
+ createPlaneIndexData(NegativeX, yzResolution, indices, baseIndex);
+ indices += yzIndices;
+ createPlaneIndexData(PositiveY, xzResolution, indices, baseIndex);
+ indices += xzIndices;
+ createPlaneIndexData(NegativeY, xzResolution, indices, baseIndex);
+ indices += xzIndices;
+ createPlaneIndexData(PositiveZ, xyResolution, indices, baseIndex);
+ indices += xyIndices;
+ createPlaneIndexData(NegativeZ, xyResolution, indices, baseIndex);
+
+ return indexData;
+}
+
+} // anonymous
+
+class CuboidVertexBufferFunctor : public QBufferFunctor
+{
+public:
+ explicit CuboidVertexBufferFunctor(float xExtent,
+ float yExtent,
+ float zExtent,
+ const QSize &yzResolution,
+ const QSize &xzResolution,
+ const QSize &xyResolution)
+ : m_xExtent(xExtent)
+ , m_yExtent(yExtent)
+ , m_zExtent(zExtent)
+ , m_yzFaceResolution(yzResolution)
+ , m_xzFaceResolution(xzResolution)
+ , m_xyFaceResolution(xyResolution)
+ {}
+
+ ~CuboidVertexBufferFunctor() {}
+
+ QByteArray operator()() Q_DECL_FINAL
+ {
+ return createCuboidVertexData(m_xExtent, m_yExtent, m_zExtent,
+ m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution);
+ }
+
+ bool operator ==(const QBufferFunctor &other) const Q_DECL_FINAL
+ {
+ const CuboidVertexBufferFunctor *otherFunctor = functor_cast<CuboidVertexBufferFunctor>(&other);
+ if (otherFunctor != Q_NULLPTR)
+ return (otherFunctor->m_xExtent == m_xExtent &&
+ otherFunctor->m_yExtent == m_yExtent &&
+ otherFunctor->m_zExtent == m_zExtent &&
+ otherFunctor->m_yzFaceResolution == m_yzFaceResolution &&
+ otherFunctor->m_xzFaceResolution == m_xzFaceResolution &&
+ otherFunctor->m_xyFaceResolution == m_xyFaceResolution);
+ return false;
+ }
+
+ QT3D_FUNCTOR(CuboidVertexBufferFunctor)
+
+private:
+ float m_xExtent;
+ float m_yExtent;
+ float m_zExtent;
+ QSize m_yzFaceResolution;
+ QSize m_xzFaceResolution;
+ QSize m_xyFaceResolution;
+};
+
+class CuboidIndexBufferFunctor : public QBufferFunctor
+{
+public:
+ explicit CuboidIndexBufferFunctor(const QSize &yzResolution,
+ const QSize &xzResolution,
+ const QSize &xyResolution)
+ : m_yzFaceResolution(yzResolution)
+ , m_xzFaceResolution(xzResolution)
+ , m_xyFaceResolution(xyResolution)
+ {}
+
+ ~CuboidIndexBufferFunctor() {}
+
+ QByteArray operator()() Q_DECL_FINAL
+ {
+ return createCuboidIndexData(m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution);
+ }
+
+ bool operator ==(const QBufferFunctor &other) const Q_DECL_FINAL
+ {
+ const CuboidIndexBufferFunctor *otherFunctor = functor_cast<CuboidIndexBufferFunctor>(&other);
+ if (otherFunctor != Q_NULLPTR)
+ return (otherFunctor->m_yzFaceResolution == m_yzFaceResolution &&
+ otherFunctor->m_xzFaceResolution == m_xzFaceResolution &&
+ otherFunctor->m_xyFaceResolution == m_xyFaceResolution);
+ return false;
+ }
+
+ QT3D_FUNCTOR(CuboidIndexBufferFunctor)
+
+private:
+ QSize m_yzFaceResolution;
+ QSize m_xzFaceResolution;
+ QSize m_xyFaceResolution;
+};
+
+QCuboidGeometryPrivate::QCuboidGeometryPrivate()
+ : QGeometryPrivate()
+ , m_xExtent(1.0f)
+ , m_yExtent(1.0f)
+ , m_zExtent(1.0f)
+ , m_yzFaceResolution(2, 2)
+ , m_xzFaceResolution(2, 2)
+ , m_xyFaceResolution(2, 2)
+ , m_positionAttribute(Q_NULLPTR)
+ , m_normalAttribute(Q_NULLPTR)
+ , m_texCoordAttribute(Q_NULLPTR)
+ , m_tangentAttribute(Q_NULLPTR)
+ , m_indexAttribute(Q_NULLPTR)
+ , m_vertexBuffer(Q_NULLPTR)
+ , m_indexBuffer(Q_NULLPTR)
+{
+}
+
+void QCuboidGeometryPrivate::init()
+{
+ Q_Q(QCuboidGeometry);
+ 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 QBuffer(QBuffer::VertexBuffer, q);
+ m_indexBuffer = new QBuffer(QBuffer::IndexBuffer, q);
+
+ // vec3 pos vec2 tex vec3 normal vec4 tangent
+ const quint32 stride = (3 + 2 + 3 + 4) * sizeof(float);
+ const int yzIndices = 2 * 3 * (m_yzFaceResolution.width() - 1) * (m_yzFaceResolution.height() - 1);
+ const int xzIndices = 2 * 3 * (m_xzFaceResolution.width() - 1) * (m_xzFaceResolution.height() - 1);
+ const int xyIndices = 2 * 3 * (m_xyFaceResolution.width() - 1) * (m_xyFaceResolution.height() - 1);
+ const int yzVerts = m_yzFaceResolution.width() * m_yzFaceResolution.height();
+ const int xzVerts = m_xzFaceResolution.width() * m_xzFaceResolution.height();
+ const int xyVerts = m_xyFaceResolution.width() * m_xyFaceResolution.height();
+
+ const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
+ const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
+
+ m_positionAttribute->setName(QAttribute::defaultPositionAttributeName());
+ m_positionAttribute->setDataType(QAttribute::Float);
+ m_positionAttribute->setDataSize(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->setDataType(QAttribute::Float);
+ m_texCoordAttribute->setDataSize(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->setDataType(QAttribute::Float);
+ m_normalAttribute->setDataSize(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->setDataType(QAttribute::Float);
+ m_tangentAttribute->setDataSize(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->setDataType(QAttribute::UnsignedShort);
+ m_indexAttribute->setBuffer(m_indexBuffer);
+
+ m_indexAttribute->setCount(indexCount);
+
+ m_vertexBuffer->setBufferFunctor(QBufferFunctorPtr(new CuboidVertexBufferFunctor(m_xExtent, m_yExtent, m_zExtent,
+ m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution)));
+ m_indexBuffer->setBufferFunctor(QBufferFunctorPtr(new CuboidIndexBufferFunctor(m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution)));
+
+ q->addAttribute(m_positionAttribute);
+ q->addAttribute(m_texCoordAttribute);
+ q->addAttribute(m_normalAttribute);
+ q->addAttribute(m_tangentAttribute);
+ q->addAttribute(m_indexAttribute);
+}
+
+QCuboidGeometry::QCuboidGeometry(QNode *parent)
+ : QGeometry(*new QCuboidGeometryPrivate(), parent)
+{
+ Q_D(QCuboidGeometry);
+ d->init();
+}
+
+QCuboidGeometry::QCuboidGeometry(QCuboidGeometryPrivate &dd, QNode *parent)
+ : QGeometry(dd, parent)
+{
+ Q_D(QCuboidGeometry);
+ d->init();
+}
+
+QCuboidGeometry::~QCuboidGeometry()
+{
+ QGeometry::cleanup();
+}
+
+void QCuboidGeometry::updateIndices()
+{
+ Q_D(QCuboidGeometry);
+ const int yzIndices = 2 * 3 * (d->m_yzFaceResolution.width() - 1) * (d->m_yzFaceResolution.height() - 1);
+ const int xzIndices = 2 * 3 * (d->m_xzFaceResolution.width() - 1) * (d->m_xzFaceResolution.height() - 1);
+ const int xyIndices = 2 * 3 * (d->m_xyFaceResolution.width() - 1) * (d->m_xyFaceResolution.height() - 1);
+ const int indexCount = 2 * (yzIndices + xzIndices + xyIndices);
+
+ d->m_indexAttribute->setCount(indexCount);
+ d->m_indexBuffer->setBufferFunctor(QBufferFunctorPtr(new CuboidIndexBufferFunctor(d->m_yzFaceResolution, d->m_xzFaceResolution, d->m_xyFaceResolution)));
+
+}
+
+void QCuboidGeometry::updateVertices()
+{
+ Q_D(QCuboidGeometry);
+ const int yzVerts = d->m_yzFaceResolution.width() * d->m_yzFaceResolution.height();
+ const int xzVerts = d->m_xzFaceResolution.width() * d->m_xzFaceResolution.height();
+ const int xyVerts = d->m_xyFaceResolution.width() * d->m_xyFaceResolution.height();
+ const int nVerts = 2 * (yzVerts + xzVerts + xyVerts);
+
+ d->m_positionAttribute->setCount(nVerts);
+ d->m_normalAttribute->setCount(nVerts);
+ d->m_texCoordAttribute->setCount(nVerts);
+ d->m_tangentAttribute->setCount(nVerts);
+
+ d->m_vertexBuffer->setBufferFunctor(QBufferFunctorPtr(new CuboidVertexBufferFunctor(d->m_xExtent, d->m_yExtent, d->m_zExtent,
+ d->m_yzFaceResolution, d->m_xzFaceResolution, d->m_xyFaceResolution)));
+}
+
+void QCuboidGeometry::setXExtent(float xExtent)
+{
+ Q_D(QCuboidGeometry);
+ if (d->m_xExtent != xExtent) {
+ d->m_xExtent = xExtent;
+ updateVertices();
+ emit xExtentChanged();
+ }
+}
+
+void QCuboidGeometry::setYExtent(float yExtent)
+{
+ Q_D(QCuboidGeometry);
+ if (d->m_yExtent != yExtent) {
+ d->m_yExtent = yExtent;
+ updateVertices();
+ emit yExtentChanged();
+ }
+}
+
+void QCuboidGeometry::setZExtent(float zExtent)
+{
+ Q_D(QCuboidGeometry);
+ if (d->m_zExtent != zExtent) {
+ d->m_zExtent = zExtent;
+ updateVertices();
+ emit zExtentChanged();
+ }
+}
+
+void QCuboidGeometry::setYZMeshResolution(const QSize &resolution)
+{
+ Q_D(QCuboidGeometry);
+ if (d->m_yzFaceResolution != resolution) {
+ d->m_yzFaceResolution = resolution;
+ updateVertices();
+ updateIndices();
+ emit yzMeshResolutionChanged();
+ }
+}
+
+void QCuboidGeometry::setXZMeshResolution(const QSize &resolution)
+{
+ Q_D(QCuboidGeometry);
+ if (d->m_xzFaceResolution != resolution) {
+ d->m_xzFaceResolution = resolution;
+ updateVertices();
+ updateIndices();
+ emit xzMeshResolutionChanged();
+ }
+}
+
+void QCuboidGeometry::setXYMeshResolution(const QSize &resolution)
+{
+ Q_D(QCuboidGeometry);
+ if (d->m_xyFaceResolution != resolution) {
+ d->m_xyFaceResolution = resolution;
+ updateVertices();
+ updateIndices();
+ emit xyMeshResolutionChanged();
+ }
+}
+
+float QCuboidGeometry::xExtent() const
+{
+ Q_D(const QCuboidGeometry);
+ return d->m_xExtent;
+}
+
+float QCuboidGeometry::yExtent() const
+{
+ Q_D(const QCuboidGeometry);
+ return d->m_yExtent;
+}
+
+float QCuboidGeometry::zExtent() const
+{
+ Q_D(const QCuboidGeometry);
+ return d->m_zExtent;
+}
+
+QSize QCuboidGeometry::yzMeshResolution() const
+{
+ Q_D(const QCuboidGeometry);
+ return d->m_yzFaceResolution;
+}
+
+QSize QCuboidGeometry::xyMeshResolution() const
+{
+ Q_D(const QCuboidGeometry);
+ return d->m_xyFaceResolution;
+}
+
+QSize QCuboidGeometry::xzMeshResolution() const
+{
+ Q_D(const QCuboidGeometry);
+ return d->m_xzFaceResolution;
+}
+
+} // Qt3DRender
+
+QT_END_NAMESPACE