/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2015 The Qt Company Ltd and/or its subsidiary(-ies). ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef _USE_MATH_DEFINES # define _USE_MATH_DEFINES // For MSVC #endif #include "qcylindermesh.h" #include "qcylindergeometry.h" #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { QCylinderMesh::QCylinderMesh(QNode *parent) : QGeometryRenderer(parent) { QCylinderGeometry *geometry = new QCylinderGeometry(this); QObject::connect(geometry, &QCylinderGeometry::radiusChanged, this, &QCylinderMesh::radiusChanged); QObject::connect(geometry, &QCylinderGeometry::ringsChanged, this, &QCylinderMesh::ringsChanged); QObject::connect(geometry, &QCylinderGeometry::slicesChanged, this, &QCylinderMesh::slicesChanged); QObject::connect(geometry, &QCylinderGeometry::lengthChanged, this, &QCylinderMesh::lengthChanged); QGeometryRenderer::setGeometry(geometry); } QCylinderMesh::~QCylinderMesh() { QNode::cleanup(); } void QCylinderMesh::setRings(int rings) { static_cast(geometry())->setRings(rings); } void QCylinderMesh::setSlices(int slices) { static_cast(geometry())->setSlices(slices); } void QCylinderMesh::setRadius(float radius) { static_cast(geometry())->setRadius(radius); } void QCylinderMesh::setLength(float length) { static_cast(geometry())->setLength(length); } int QCylinderMesh::rings() const { return static_cast(geometry())->rings(); } int QCylinderMesh::slices() const { return static_cast(geometry())->slices(); } float QCylinderMesh::radius() const { return static_cast(geometry())->radius(); } float QCylinderMesh::length() const { return static_cast(geometry())->length(); } } // namespace Qt3DRender QT_END_NAMESPACE