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+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qextrudedtextgeometry.h"
+#include "qextrudedtextgeometry_p.h"
+#include <Qt3DRender/qbuffer.h>
+#include <Qt3DRender/qbufferdatagenerator.h>
+#include <Qt3DRender/qattribute.h>
+#include <private/qtriangulator_p.h>
+#include <qmath.h>
+#include <QVector3D>
+#include <QTextLayout>
+#include <QTime>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DExtras {
+
+namespace {
+
+static float edgeSplitAngle = 90.f * 0.1f;
+
+using IndexType = unsigned int;
+
+struct TriangulationData {
+ struct Outline {
+ int begin;
+ int end;
+ };
+
+ QVector<QVector3D> vertices;
+ QVector<IndexType> indices;
+ QVector<Outline> outlines;
+ QVector<IndexType> outlineIndices;
+ bool inverted;
+};
+
+TriangulationData triangulate(const QString &text, const QFont &font)
+{
+ TriangulationData result;
+ int beginOutline = 0;
+
+ // Initialize path with text and extract polygons
+ QPainterPath path;
+ path.setFillRule(Qt::WindingFill);
+ path.addText(0, 0, font, text);
+ QList<QPolygonF> polygons = path.toSubpathPolygons(QTransform().scale(1.f, -1.f));
+
+ // maybe glyph has no geometry
+ if (polygons.size() == 0)
+ return result;
+
+ const int prevNumIndices = result.indices.size();
+
+ // Reset path and add previously extracted polygons (which where spatially transformed)
+ path = QPainterPath();
+ path.setFillRule(Qt::WindingFill);
+ for (QPolygonF &p : polygons)
+ path.addPolygon(p);
+
+ // Extract polylines out of the path, this allows us to retrieve indices for each glyph outline
+ QPolylineSet polylines = qPolyline(path);
+ QVector<IndexType> tmpIndices;
+ tmpIndices.resize(polylines.indices.size());
+ memcpy(tmpIndices.data(), polylines.indices.data(), polylines.indices.size() * sizeof(IndexType));
+
+ int lastIndex = 0;
+ for (const IndexType idx : tmpIndices) {
+ if (idx == std::numeric_limits<IndexType>::max()) {
+ const int endOutline = lastIndex;
+ result.outlines.push_back({beginOutline, endOutline});
+ beginOutline = endOutline;
+ } else {
+ result.outlineIndices.push_back(idx);
+ ++lastIndex;
+ }
+ }
+
+ // Triangulate path
+ const QTriangleSet triangles = qTriangulate(path);
+
+ // Append new indices to result.indices buffer
+ result.indices.resize(result.indices.size() + triangles.indices.size());
+ memcpy(&result.indices[prevNumIndices], triangles.indices.data(), triangles.indices.size() * sizeof(IndexType));
+ for (int i = prevNumIndices, m = result.indices.size(); i < m; ++i)
+ result.indices[i] += result.vertices.size();
+
+ // Append new triangles to result.vertices
+ result.vertices.reserve(triangles.vertices.size() / 2);
+ for (int i = 0, m = triangles.vertices.size(); i < m; i += 2)
+ result.vertices.push_back(QVector3D(triangles.vertices[i] / font.pointSizeF(), triangles.vertices[i + 1] / font.pointSizeF(), 0.0f));
+
+ return result;
+}
+
+inline QVector3D mix(const QVector3D &a, const QVector3D &b, float ratio)
+{
+ return a + (b - a) * ratio;
+}
+
+} // anonymous namespace
+
+QExtrudedTextGeometryPrivate::QExtrudedTextGeometryPrivate()
+ : QGeometryPrivate()
+ , m_font(QFont(QStringLiteral("Arial")))
+ , m_depth(1.f)
+ , m_positionAttribute(nullptr)
+ , m_normalAttribute(nullptr)
+ , m_indexAttribute(nullptr)
+ , m_vertexBuffer(nullptr)
+ , m_indexBuffer(nullptr)
+{
+ m_font.setPointSize(4);
+}
+
+void QExtrudedTextGeometryPrivate::init()
+{
+ Q_Q(QExtrudedTextGeometry);
+ m_positionAttribute = new Qt3DRender::QAttribute(q);
+ m_normalAttribute = new Qt3DRender::QAttribute(q);
+ m_indexAttribute = new Qt3DRender::QAttribute(q);
+ m_vertexBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, q);
+ m_indexBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, q);
+
+ const quint32 elementSize = 3 + 3;
+ const quint32 stride = elementSize * sizeof(float);
+
+ m_positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
+ m_positionAttribute->setVertexBaseType(Qt3DRender::QAttribute::Float);
+ m_positionAttribute->setVertexSize(3);
+ m_positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
+ m_positionAttribute->setBuffer(m_vertexBuffer);
+ m_positionAttribute->setByteStride(stride);
+ m_positionAttribute->setByteOffset(0);
+ m_positionAttribute->setCount(0);
+
+ m_normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
+ m_normalAttribute->setVertexBaseType(Qt3DRender::QAttribute::Float);
+ m_normalAttribute->setVertexSize(3);
+ m_normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
+ m_normalAttribute->setBuffer(m_vertexBuffer);
+ m_normalAttribute->setByteStride(stride);
+ m_normalAttribute->setByteOffset(3 * sizeof(float));
+ m_normalAttribute->setCount(0);
+
+ m_indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
+ m_indexAttribute->setVertexBaseType(Qt3DRender::QAttribute::UnsignedInt);
+ m_indexAttribute->setBuffer(m_indexBuffer);
+ m_indexAttribute->setCount(0);
+
+ q->addAttribute(m_positionAttribute);
+ q->addAttribute(m_normalAttribute);
+ q->addAttribute(m_indexAttribute);
+
+ update();
+}
+
+/*!
+ * \qmltype ExtrudedTextGeometry
+ * \instantiates Qt3DExtras::QExtrudedTextGeometry
+ * \inqmlmodule Qt3D.Extras
+ * \brief ExtrudedTextGeometry allows creation of a 3D text in 3D space.
+ *
+ * The ExtrudedTextGeometry type is most commonly used internally by the
+ * ExtrudedTextMesh type but can also be used in custom GeometryRenderer types.
+ */
+
+/*!
+ * \qmlproperty QString ExtrudedTextGeometry::text
+ *
+ * Holds the text used for the mesh.
+ */
+
+/*!
+ * \qmlproperty QFont ExtrudedTextGeometry::font
+ *
+ * Holds the font of the text.
+ */
+
+/*!
+ * \qmlproperty float ExtrudedTextGeometry::depth
+ *
+ * Holds the extrusion depth of the text.
+ */
+
+/*!
+ * \qmlproperty Attribute ExtrudedTextGeometry::positionAttribute
+ *
+ * Holds the geometry position attribute.
+ */
+
+/*!
+ * \qmlproperty Attribute ExtrudedTextGeometry::normalAttribute
+ *
+ * Holds the geometry normal attribute.
+ */
+
+/*!
+ * \qmlproperty Attribute ExtrudedTextGeometry::indexAttribute
+ *
+ * Holds the geometry index attribute.
+ */
+
+/*!
+ * \class Qt3DExtras::QExtrudedTextGeometry
+ * \inheaderfile Qt3DExtras/QExtrudedTextGeometry
+ * \inmodule Qt3DExtras
+ * \brief The QExtrudedTextGeometry class allows creation of a 3D extruded text
+ * in 3D space.
+ * \since 5.9
+ * \ingroup geometries
+ * \inherits Qt3DRender::QGeometry
+ *
+ * The QExtrudedTextGeometry class is most commonly used internally by the QText3DMesh
+ * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses.
+ */
+
+/*!
+ * Constructs a new QExtrudedTextGeometry with \a parent.
+ */
+QExtrudedTextGeometry::QExtrudedTextGeometry(Qt3DCore::QNode *parent)
+ : QGeometry(*new QExtrudedTextGeometryPrivate(), parent)
+{
+ Q_D(QExtrudedTextGeometry);
+ d->init();
+}
+
+/*!
+ * \internal
+ */
+QExtrudedTextGeometry::QExtrudedTextGeometry(QExtrudedTextGeometryPrivate &dd, Qt3DCore::QNode *parent)
+ : QGeometry(dd, parent)
+{
+ Q_D(QExtrudedTextGeometry);
+ d->init();
+}
+
+/*!
+ * \internal
+ */
+QExtrudedTextGeometry::~QExtrudedTextGeometry()
+{}
+
+/*!
+ * \internal
+ * Updates vertices based on text, font, extrusionLength and smoothAngle properties.
+ */
+void QExtrudedTextGeometryPrivate::update()
+{
+ if (m_text.trimmed().isEmpty()) // save enough?
+ return;
+
+ TriangulationData data = triangulate(m_text, m_font);
+
+ const int numVertices = data.vertices.size();
+ const int numIndices = data.indices.size();
+
+ struct Vertex {
+ QVector3D position;
+ QVector3D normal;
+ };
+
+ QVector<IndexType> indices;
+ QVector<Vertex> vertices;
+
+ // TODO: keep 'vertices.size()' small when extruding
+ vertices.reserve(data.vertices.size() * 2);
+ for (QVector3D &v : data.vertices) // front face
+ vertices.push_back({ v, // vertex
+ QVector3D(0.0f, 0.0f, -1.0f) }); // normal
+ for (QVector3D &v : data.vertices) // front face
+ vertices.push_back({ QVector3D(v.x(), v.y(), m_depth), // vertex
+ QVector3D(0.0f, 0.0f, 1.0f) }); // normal
+
+ for (int i = 0, verticesIndex = vertices.size(); i < data.outlines.size(); ++i) {
+ const int begin = data.outlines[i].begin;
+ const int end = data.outlines[i].end;
+ const int verticesIndexBegin = verticesIndex;
+
+ if (begin == end)
+ continue;
+
+ QVector3D prevNormal = QVector3D::crossProduct(
+ vertices[data.outlineIndices[end - 1] + numVertices].position - vertices[data.outlineIndices[end - 1]].position,
+ vertices[data.outlineIndices[begin]].position - vertices[data.outlineIndices[end - 1]].position).normalized();
+
+ for (int j = begin; j < end; ++j) {
+ const bool isLastIndex = (j == end - 1);
+ const IndexType cur = data.outlineIndices[j];
+ const IndexType next = data.outlineIndices[((j - begin + 1) % (end - begin)) + begin]; // normalize, bring in range and adjust
+ const QVector3D normal = QVector3D::crossProduct(vertices[cur + numVertices].position - vertices[cur].position, vertices[next].position - vertices[cur].position).normalized();
+
+ // use smooth normals in case of a short angle
+ const bool smooth = QVector3D::dotProduct(prevNormal, normal) > (90.0f - edgeSplitAngle) / 90.0f;
+ const QVector3D resultNormal = smooth ? mix(prevNormal, normal, 0.5f) : normal;
+ if (!smooth) {
+ vertices.push_back({vertices[cur].position, prevNormal});
+ vertices.push_back({vertices[cur + numVertices].position, prevNormal});
+ verticesIndex += 2;
+ }
+
+ vertices.push_back({vertices[cur].position, resultNormal});
+ vertices.push_back({vertices[cur + numVertices].position, resultNormal});
+
+ const int v0 = verticesIndex;
+ const int v1 = verticesIndex + 1;
+ const int v2 = isLastIndex ? verticesIndexBegin : verticesIndex + 2;
+ const int v3 = isLastIndex ? verticesIndexBegin + 1 : verticesIndex + 3;
+
+ indices.push_back(v0);
+ indices.push_back(v1);
+ indices.push_back(v2);
+ indices.push_back(v2);
+ indices.push_back(v1);
+ indices.push_back(v3);
+
+ verticesIndex += 2;
+ prevNormal = normal;
+ }
+ }
+
+ { // upload vertices
+ QByteArray data;
+ data.resize(vertices.size() * sizeof(Vertex));
+ memcpy(data.data(), vertices.data(), vertices.size() * sizeof(Vertex));
+
+ m_vertexBuffer->setData(data);
+ m_positionAttribute->setCount(vertices.size());
+ m_normalAttribute->setCount(vertices.size());
+ }
+
+ // resize for following insertions
+ const int indicesOffset = indices.size();
+ indices.resize(indices.size() + numIndices * 2);
+
+ // copy values for back faces
+ IndexType *indicesFaces = indices.data() + indicesOffset;
+ memcpy(indicesFaces, data.indices.data(), numIndices * sizeof(IndexType));
+
+ // insert values for front face and flip triangles
+ for (int j = 0; j < numIndices; j += 3)
+ {
+ indicesFaces[numIndices + j ] = indicesFaces[j ] + numVertices;
+ indicesFaces[numIndices + j + 1] = indicesFaces[j + 2] + numVertices;
+ indicesFaces[numIndices + j + 2] = indicesFaces[j + 1] + numVertices;
+ }
+
+ { // upload indices
+ QByteArray data;
+ data.resize(indices.size() * sizeof(IndexType));
+ memcpy(data.data(), indices.data(), indices.size() * sizeof(IndexType));
+
+ m_indexBuffer->setData(data);
+ m_indexAttribute->setCount(indices.size());
+ }
+}
+
+void QExtrudedTextGeometry::setText(const QString &text)
+{
+ Q_D(QExtrudedTextGeometry);
+ if (d->m_text != text) {
+ d->m_text = text;
+ d->update();
+ emit textChanged(text);
+ }
+}
+
+void QExtrudedTextGeometry::setFont(const QFont &font)
+{
+ Q_D(QExtrudedTextGeometry);
+ if (d->m_font != font) {
+ d->m_font = font;
+ d->update();
+ emit fontChanged(font);
+ }
+}
+
+void QExtrudedTextGeometry::setDepth(float depth)
+{
+ Q_D(QExtrudedTextGeometry);
+ if (d->m_depth != depth) {
+ d->m_depth = depth;
+ d->update();
+ emit depthChanged(depth);
+ }
+}
+
+/*!
+ * \property QString QExtrudedTextGeometry::text
+ *
+ * Holds the text used for the mesh.
+ */
+QString QExtrudedTextGeometry::text() const
+{
+ Q_D(const QExtrudedTextGeometry);
+ return d->m_text;
+}
+
+/*!
+ * \property QFont QExtrudedTextGeometry::font
+ *
+ * Holds the font of the text.
+ */
+QFont QExtrudedTextGeometry::font() const
+{
+ Q_D(const QExtrudedTextGeometry);
+ return d->m_font;
+}
+
+/*!
+ * \property float QExtrudedTextGeometry::extrusionLength
+ *
+ * Holds the extrusion length of the text.
+ */
+float QExtrudedTextGeometry::extrusionLength() const
+{
+ Q_D(const QExtrudedTextGeometry);
+ return d->m_depth;
+}
+
+/*!
+ * \property QExtrudedTextGeometry::positionAttribute
+ *
+ * Holds the geometry position attribute.
+ */
+Qt3DRender::QAttribute *QExtrudedTextGeometry::positionAttribute() const
+{
+ Q_D(const QExtrudedTextGeometry);
+ return d->m_positionAttribute;
+}
+
+/*!
+ * \property QExtrudedTextMesh::normalAttribute
+ *
+ * Holds the geometry normal attribute.
+ */
+Qt3DRender::QAttribute *QExtrudedTextGeometry::normalAttribute() const
+{
+ Q_D(const QExtrudedTextGeometry);
+ return d->m_normalAttribute;
+}
+
+/*!
+ * \property QExtrudedTextMesh::indexAttribute
+ *
+ * Holds the geometry index attribute.
+ */
+Qt3DRender::QAttribute *QExtrudedTextGeometry::indexAttribute() const
+{
+ Q_D(const QExtrudedTextGeometry);
+ return d->m_indexAttribute;
+}
+
+} // Qt3DExtras
+
+QT_END_NAMESPACE