/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the QtQuick3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 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 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "capsulemesh.h" #include "qglbuilder.h" #include "qglcylinder.h" #include "qgldome.h" #include "qglabstractscene.h" QT_BEGIN_NAMESPACE /*! \qmlclass CapsuleMesh CapsuleMesh \brief The CapsuleMesh item represents a simple capsule in 3D space. \since 4.8 \ingroup qt3d::qml3d::shapes \inherits Mesh The CapsuleMesh element in QML provides a simple way to create a capsule object, usually for testing material effects. Capsule's center is its barycenter. For example, the following QML code displays a green capsule with a uniform diameter of 0.5, and a length of 3.0: \code Item3D { mesh: CapsuleMesh { radius: 0.5 length: 3.0 } effect: Effect { color: "#aaca00" } } \endcode The CapsuleMesh element is part of the \c{Qt3D.Shapes} namespace, so the following must appear at the top of any QML file that references it: \code import Qt3D.Shapes 1.0 \endcode The capsule shape can have differing levels of detail, allowing for additional slices and layers to be drawn if more detailed meshes are required. Note that the length of the capsule should always exceed its diameter to be considered valid. To display the capsule mesh you can create your own Item3D as shown above, or use the convenience Capsule QML Component. \code Capsule { radius: 0.5 length: 3.0 effect: Effect { color: "#aaca00" } } \endcode \section1 Performance Hints for Larger Scenes The convenience Capsule QML component will create a new mesh each time is instantiated. If you have a scene with a number of similar capsules use your own Item3D elements to all refer to the same mesh. See the Performance Hints section of the SphereMesh documentation for more details on this important technique. \section1 Performance Hints for Animation Because of the need to maintain the relative proportions of the cylinders components, the length and radius are implemented directly in the construction of the mesh. This differs from the approach used in the SphereMesh where a scale is used. For this reason avoid animating the length and radius properties of a CapsuleMesh, as it will give poor results due to the mesh being recreated every frame. Since the capules components are created with named sections in the mesh, one approach would be to individually apply scales to these sections using the meshNode property. This is an advanced topic, and future tutorials may cover it in more depth. \sa Item3D, SphereMesh */ CapsuleMeshPrivate::CapsuleMeshPrivate() : topNode(new QGLSceneNode) , currentCapsule(0) , radius(0.5f) , length(2.0f) , lod(5) , sceneSet(false) { topNode->setObjectName("CapsuleMesh"); } CapsuleMeshPrivate::~CapsuleMeshPrivate() { topNode->removeNode(currentCapsule); delete topNode; QList lods = lodGeometry.values(); qDeleteAll(lods); } class CapsuleScene : public QGLAbstractScene { public: explicit CapsuleScene(QGLSceneNode *s) : m_s(s) {} ~CapsuleScene() {} QList objects() const { QList s; s.append(m_s); return s; } QGLSceneNode *mainNode() const { return m_s; } private: QGLSceneNode *m_s; }; /*! \internal */ CapsuleMesh::CapsuleMesh(QObject *parent) : QDeclarativeMesh(parent) , d_ptr(new CapsuleMeshPrivate) { } /*! \qmlproperty real CapsuleMesh::radius This property defines the radius of the capsule. The default value is 1. */ qreal CapsuleMesh::radius() const { Q_D(const CapsuleMesh); return d->radius; } void CapsuleMesh::setRadius(qreal radius) { Q_D(CapsuleMesh); if (qFuzzyCompare(radius, 1)) radius = 1.0f; if (d->radius != radius) { d->radius = radius; createGeometry(); emit radiusChanged(); emit dataChanged(); } } /*! \qmlproperty real CapsuleMesh::length This property defines the length of the capsule. The default value is 1. */ qreal CapsuleMesh::length() const { Q_D(const CapsuleMesh); return d->length; } void CapsuleMesh::setLength(qreal length) { Q_D(CapsuleMesh); if (qFuzzyCompare(length, 1)) length = 1.0f; if (d->length != length) { d->length = length; createGeometry(); emit lengthChanged(); emit dataChanged(); } } /*! \qmlproperty int CapsuleMesh::levelOfDetail This property defines the level of detail, between 1 and 10, which controls the number of slices and layers that are used to generate the capsule's mesh. Values outside the range 1 to 10 will be clamped to the range when the capsule is generated. The exact number of facets generated is consistent with the level of detail as specified in the Cylinder and Sphere objects. \sa SphereMesh, CylinderMesh */ int CapsuleMesh::levelOfDetail() const { Q_D(const CapsuleMesh); return d->lod; } void CapsuleMesh::setLevelOfDetail(int lod) { Q_D(CapsuleMesh); lod = qBound(1, lod, 10); if (d->lod != lod) { d->lod = lod; createGeometry(); emit levelOfDetailChanged(); emit dataChanged(); } } /*! \internal */ void CapsuleMesh::draw(QGLPainter *painter, int branchId) { Q_D(CapsuleMesh); if (!d->currentCapsule) createGeometry(); QDeclarativeMesh::draw(painter, branchId); } /*! \internal */ void CapsuleMesh::createGeometry() { Q_D(CapsuleMesh); // Create a new geometry node for this level of detail if necessary. QGLSceneNode *geometry = d->lodGeometry.value(d->lod, 0); if (!geometry) { QGLBuilder builder; // For the cylinder int facets = 4 * 1 << d->lod; int layers = 1 << d->lod; // For the spheres int divisions = d->lod; // Sanity check - the height of the capsule must not be less than its // diameter. A minimal capsule is a sphere - where diameter == height. if (d->length < 2.0 * d->radius) { qWarning() << "Length of capsule must exceed its diameter" << " - correcting height."; d->length = 2 * d->radius; } qreal diameter = d->radius+d->radius; qreal cylinderHeight = d->length - diameter; qreal offset = cylinderHeight/2.0; builder << QGL::Faceted; QGLSceneNode *s = 0; s = builder.newNode(); s->setObjectName("Cylinder"); builder << QGLCylinder(diameter, diameter, cylinderHeight, facets, layers, false, false); s = builder.newNode(); s->setObjectName("LeftEndCap"); builder << QGLDome(diameter, divisions, false); QMatrix4x4 translateMatrix; translateMatrix.setToIdentity(); translateMatrix.rotate(180, 0, 1,0); translateMatrix.translate(0, 0, offset); builder.currentNode()->setLocalTransform(translateMatrix); s = builder.newNode(); s->setObjectName("RightEndCap"); builder << QGLDome(diameter, divisions, false); translateMatrix.setToIdentity(); translateMatrix.translate(0, 0, offset); builder.currentNode()->setLocalTransform(translateMatrix); geometry = builder.finalizedSceneNode(); d->lodGeometry.insert(d->lod, geometry); } Q_ASSERT_X(geometry != 0, Q_FUNC_INFO, "Could not create/find geometry!"); if (d->currentCapsule != geometry) { if (d->currentCapsule) d->topNode->removeNode(d->currentCapsule); d->topNode->addNode(geometry); d->currentCapsule = geometry; } if (!d->sceneSet) { setScene(new CapsuleScene(d->topNode)); d->sceneSet = true; } } QT_END_NAMESPACE