/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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. ** ** 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.LGPL3 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-3.0.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 (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qcuboidgeometry.h" #include "qcuboidgeometry_p.h" #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DRender; namespace Qt3DExtras { 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 = 1.0f / (resolution.width() - 1); const float dv = 1.0f / (resolution.height() - 1); switch (normal) { case NegativeX: // Iterate over z for (int j = resolution.height() - 1; j >= 0; --j) { const float b = b0 + static_cast(j) * db; const float v = static_cast(j) * dv; // Iterate over y for (int i = 0; i < resolution.width(); ++i) { const float a = a0 + static_cast(i) * da; const float u = static_cast(i) * du; // position *vertices++ = planeDistance; *vertices++ = a; *vertices++ = b; // texture coordinates *vertices++ = v; *vertices++ = u; // normal *vertices++ = -1.0f; *vertices++ = 0.0f; *vertices++ = 0.0f; // tangent *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = 1.0f; *vertices++ = 1.0f; } } break; case PositiveX: { // Iterate over z for (int j = 0; j < resolution.height(); ++j) { const float b = b0 + static_cast(j) * db; const float v = static_cast(j) * dv; // Iterate over y for (int i = 0; i < resolution.width(); ++i) { const float a = a0 + static_cast(i) * da; const float u = static_cast(i) * du; // position *vertices++ = planeDistance; *vertices++ = a; *vertices++ = b; // texture coordinates *vertices++ = 1.0f - v; *vertices++ = u; // normal *vertices++ = 1.0f; *vertices++ = 0.0f; *vertices++ = 0.0f; // tangent *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = -1.0f; *vertices++ = 1.0f; } } break; } case NegativeY: // Iterate over z for (int j = 0; j < resolution.height(); ++j) { const float b = b0 + static_cast(j) * db; const float v = static_cast(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 = 0; i < resolution.width(); ++i) { const float a = a0 + static_cast(i) * da; const float u = static_cast(i) * du; // position *vertices++ = a; *vertices++ = planeDistance; *vertices++ = b; // texture coordinates *vertices++ = u; *vertices++ = v; // normal *vertices++ = 0.0f; *vertices++ = -1.0f; *vertices++ = 0.0f; // tangent *vertices++ = 1.0f; *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = 1.0f; } } break; case PositiveY: { // Iterate over z for (int j = resolution.height() - 1; j >= 0; --j) { const float b = b0 + static_cast(j) * db; const float v = static_cast(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 = 0; i < resolution.width(); ++i) { const float a = a0 + static_cast(i) * da; const float u = static_cast(i) * du; // position *vertices++ = a; *vertices++ = planeDistance; *vertices++ = b; // texture coordinates *vertices++ = u; *vertices++ = 1.0f - v; // normal *vertices++ = 0.0f; *vertices++ = 1.0f; *vertices++ = 0.0f; // tangent *vertices++ = 1.0f; *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = 1.0f; } } break; } case NegativeZ: // Iterate over y for (int j = 0; j < resolution.height(); ++j) { const float b = b0 + static_cast(j) * db; const float v = static_cast(j) * dv; // Iterate over x for (int i = resolution.width() - 1; i >= 0; --i) { const float a = a0 + static_cast(i) * da; const float u = static_cast(i) * du; // position *vertices++ = a; *vertices++ = b; *vertices++ = planeDistance; // texture coordinates *vertices++ = 1.0f - u; *vertices++ = v; // normal *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = -1.0f; // tangent *vertices++ = -1.0f; *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = 1.0f; } } break; case PositiveZ: { // Iterate over y for (int j = 0; j < resolution.height(); ++j) { const float b = b0 + static_cast(j) * db; const float v = static_cast(j) * dv; // Iterate over x for (int i = 0; i < resolution.width(); ++i) { const float a = a0 + static_cast(i) * da; const float u = static_cast(i) * du; // position *vertices++ = a; *vertices++ = b; *vertices++ = planeDistance; // texture coordinates *vertices++ = u; *vertices++ = v; // normal *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = 1.0f; // tangent *vertices++ = 1.0f; *vertices++ = 0.0f; *vertices++ = 0.0f; *vertices++ = 1.0f; } } break; } } // switch (normal) } void createPlaneIndexData(const QSize &resolution, quint16 *indices, quint16 &baseVertex) { // Populate indices taking care to get correct CCW winding on all faces // Iterate over v direction (rows) 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 u direction (columns) 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; } } 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(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(indexData.data()); quint16 baseIndex = 0; createPlaneIndexData(yzResolution, indices, baseIndex); indices += yzIndices; createPlaneIndexData(yzResolution, indices, baseIndex); indices += yzIndices; createPlaneIndexData(xzResolution, indices, baseIndex); indices += xzIndices; createPlaneIndexData(xzResolution, indices, baseIndex); indices += xzIndices; createPlaneIndexData(xyResolution, indices, baseIndex); indices += xyIndices; createPlaneIndexData(xyResolution, indices, baseIndex); return indexData; } } // anonymous class CuboidVertexBufferFunctor : public QBufferDataGenerator { 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()() final { return createCuboidVertexData(m_xExtent, m_yExtent, m_zExtent, m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution); } bool operator ==(const QBufferDataGenerator &other) const final { const CuboidVertexBufferFunctor *otherFunctor = functor_cast(&other); if (otherFunctor != 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 QBufferDataGenerator { public: explicit CuboidIndexBufferFunctor(const QSize &yzResolution, const QSize &xzResolution, const QSize &xyResolution) : m_yzFaceResolution(yzResolution) , m_xzFaceResolution(xzResolution) , m_xyFaceResolution(xyResolution) {} ~CuboidIndexBufferFunctor() {} QByteArray operator()() final { return createCuboidIndexData(m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution); } bool operator ==(const QBufferDataGenerator &other) const final { const CuboidIndexBufferFunctor *otherFunctor = functor_cast(&other); if (otherFunctor != 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(nullptr) , m_normalAttribute(nullptr) , m_texCoordAttribute(nullptr) , m_tangentAttribute(nullptr) , m_indexAttribute(nullptr) , m_vertexBuffer(nullptr) , m_indexBuffer(nullptr) { } void QCuboidGeometryPrivate::init() { Q_Q(QCuboidGeometry); m_positionAttribute = new Qt3DRender::QAttribute(q); m_normalAttribute = new Qt3DRender::QAttribute(q); m_texCoordAttribute = new Qt3DRender::QAttribute(q); m_tangentAttribute = new Qt3DRender::QAttribute(q); m_indexAttribute = new Qt3DRender::QAttribute(q); m_vertexBuffer = new Qt3DRender::QBuffer(q); m_indexBuffer = new Qt3DRender::QBuffer(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->setVertexBaseType(QAttribute::Float); m_positionAttribute->setVertexSize(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->setVertexBaseType(QAttribute::Float); m_texCoordAttribute->setVertexSize(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->setVertexBaseType(QAttribute::Float); m_normalAttribute->setVertexSize(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->setVertexBaseType(QAttribute::Float); m_tangentAttribute->setVertexSize(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->setVertexBaseType(QAttribute::UnsignedShort); m_indexAttribute->setBuffer(m_indexBuffer); m_indexAttribute->setCount(indexCount); m_vertexBuffer->setDataGenerator(QSharedPointer::create(m_xExtent, m_yExtent, m_zExtent, m_yzFaceResolution, m_xzFaceResolution, m_xyFaceResolution)); m_indexBuffer->setDataGenerator(QSharedPointer::create(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); } /*! * \qmltype CuboidGeometry * \instantiates Qt3DExtras::QCuboidGeometry * \inqmlmodule Qt3D.Extras * \brief CuboidGeometry allows creation of a cuboid in 3D space. * * The CuboidGeometry type is most commonly used internally by the CuboidMesh type * but can also be used in custom GeometryRenderer types. */ /*! * \qmlproperty real CuboidGeometry::xExtent * * Holds the x extent of the geometry. */ /*! * \qmlproperty real CuboidGeometry::yExtent * * Holds the y extent of the geometry. */ /*! * \qmlproperty real CuboidGeometry::zExtent * * Holds the z extent of the geometry. */ /*! * \qmlproperty size CuboidGeometry::yzMeshResolution * * Holds the y-z resolution. * The width and height values of this property specify the number of vertices generated for * the y-z faces of the mesh. */ /*! * \qmlproperty size CuboidGeometry::xzMeshResolution * * Holds the x-z resolution. * The width and height values of this property specify the number of vertices generated for * the x-z faces of the mesh. */ /*! * \qmlproperty size CuboidGeometry::xyMeshResolution * * Holds the x-y resolution. * The width and height values of this property specify the number of vertices generated for * the x-y faces of the mesh. */ /*! * \qmlproperty Attribute CuboidGeometry::positionAttribute * * Holds the geometry position attribute. */ /*! * \qmlproperty Attribute CuboidGeometry::normalAttribute * * Holds the geometry normal attribute. */ /*! * \qmlproperty Attribute CuboidGeometry::texCoordAttribute * * Holds the geometry texture coordinate attribute. */ /*! * \qmlproperty Attribute CuboidGeometry::tangentAttribute * * Holds the geometry tangent attribute. */ /*! * \qmlproperty Attribute CuboidGeometry::indexAttribute * * Holds the geometry index attribute. */ /*! * \class Qt3DExtras::QCuboidGeometry \ingroup qt3d-extras-geometries * \inheaderfile Qt3DExtras/QCuboidGeometry * \inmodule Qt3DExtras * \brief The QCuboidGeometry class allows creation of a cuboid in 3D space. * \since 5.7 * \ingroup geometries * \inherits Qt3DRender::QGeometry * * The QCuboidGeometry class is most commonly used internally by the QCuboidMesh * but can also be used in custom Qt3DRender::QGeometryRenderer subclasses. */ /*! * Constructs a new QCuboidGeometry with \a parent. */ QCuboidGeometry::QCuboidGeometry(QNode *parent) : QGeometry(*new QCuboidGeometryPrivate(), parent) { Q_D(QCuboidGeometry); d->init(); } /*! * \internal */ QCuboidGeometry::QCuboidGeometry(QCuboidGeometryPrivate &dd, QNode *parent) : QGeometry(dd, parent) { Q_D(QCuboidGeometry); d->init(); } /*! * \internal */ QCuboidGeometry::~QCuboidGeometry() { } /*! * Updates indices based on mesh resolutions. */ 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->setDataGenerator(QSharedPointer::create(d->m_yzFaceResolution, d->m_xzFaceResolution, d->m_xyFaceResolution)); } /*! * Updates vertices based on mesh resolutions. */ 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->setDataGenerator(QSharedPointer::create(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(xExtent); } } void QCuboidGeometry::setYExtent(float yExtent) { Q_D(QCuboidGeometry); if (d->m_yExtent != yExtent) { d->m_yExtent = yExtent; updateVertices(); emit yExtentChanged(yExtent); } } void QCuboidGeometry::setZExtent(float zExtent) { Q_D(QCuboidGeometry); if (d->m_zExtent != zExtent) { d->m_zExtent = zExtent; updateVertices(); emit zExtentChanged(zExtent); } } void QCuboidGeometry::setYZMeshResolution(const QSize &resolution) { Q_D(QCuboidGeometry); if (d->m_yzFaceResolution != resolution) { d->m_yzFaceResolution = resolution; updateVertices(); updateIndices(); emit yzMeshResolutionChanged(resolution); } } void QCuboidGeometry::setXZMeshResolution(const QSize &resolution) { Q_D(QCuboidGeometry); if (d->m_xzFaceResolution != resolution) { d->m_xzFaceResolution = resolution; updateVertices(); updateIndices(); emit xzMeshResolutionChanged(resolution); } } void QCuboidGeometry::setXYMeshResolution(const QSize &resolution) { Q_D(QCuboidGeometry); if (d->m_xyFaceResolution != resolution) { d->m_xyFaceResolution = resolution; updateVertices(); updateIndices(); emit xyMeshResolutionChanged(resolution); } } /*! * \property QCuboidGeometry::xExtent * * Holds the x extent of the geometry. */ float QCuboidGeometry::xExtent() const { Q_D(const QCuboidGeometry); return d->m_xExtent; } /*! * \property QCuboidGeometry::yExtent * * Holds the y extent of the geometry. */ float QCuboidGeometry::yExtent() const { Q_D(const QCuboidGeometry); return d->m_yExtent; } /*! * \property QCuboidGeometry::zExtent * * Holds the z extent of the geometry. */ float QCuboidGeometry::zExtent() const { Q_D(const QCuboidGeometry); return d->m_zExtent; } /*! * \property QCuboidGeometry::yzMeshResolution * * Holds the y-z resolution. * The width and height values of this property specify the number of vertices generated for * the y-z faces of the mesh. */ QSize QCuboidGeometry::yzMeshResolution() const { Q_D(const QCuboidGeometry); return d->m_yzFaceResolution; } /*! * \property QCuboidGeometry::xzMeshResolution * * Holds the x-z resolution. * The width and height values of this property specify the number of vertices generated for * the x-z faces of the mesh. */ QSize QCuboidGeometry::xyMeshResolution() const { Q_D(const QCuboidGeometry); return d->m_xyFaceResolution; } /*! * \property QCuboidGeometry::xyMeshResolution * * Holds the x-y resolution. * The width and height values of this property specify the number of vertices generated for * the x-y faces of the mesh. */ QSize QCuboidGeometry::xzMeshResolution() const { Q_D(const QCuboidGeometry); return d->m_xzFaceResolution; } /*! * \property QCuboidGeometry::positionAttribute * * Holds the geometry position attribute. */ QAttribute *QCuboidGeometry::positionAttribute() const { Q_D(const QCuboidGeometry); return d->m_positionAttribute; } /*! * \property QCuboidGeometry::normalAttribute * * Holds the geometry normal attribute. */ QAttribute *QCuboidGeometry::normalAttribute() const { Q_D(const QCuboidGeometry); return d->m_normalAttribute; } /*! * \property QCuboidGeometry::texCoordAttribute * * Holds the geometry texture coordinate attribute. */ QAttribute *QCuboidGeometry::texCoordAttribute() const { Q_D(const QCuboidGeometry); return d->m_texCoordAttribute; } /*! * \property QCuboidGeometry::tangentAttribute * * Holds the geometry tangent attribute. */ QAttribute *QCuboidGeometry::tangentAttribute() const { Q_D(const QCuboidGeometry); return d->m_tangentAttribute; } /*! * \property QCuboidGeometry::indexAttribute * * Holds the geometry index attribute. */ QAttribute *QCuboidGeometry::indexAttribute() const { Q_D(const QCuboidGeometry); return d->m_indexAttribute; } } // Qt3DExtras QT_END_NAMESPACE