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path: root/src/render/geometry/qcylindergeometry.cpp
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/****************************************************************************
**
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef _USE_MATH_DEFINES
# define _USE_MATH_DEFINES // For MSVC
#endif

#include "qcylindergeometry.h"
#include "qcylindergeometry_p.h"
#include <Qt3DRender/qbuffer.h>
#include <Qt3DRender/qbufferfunctor.h>
#include <Qt3DRender/qattribute.h>
#include <qmath.h>
#include <QVector3D>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {

namespace {

void createSidesVertices(float *&verticesPtr,
                         int rings,
                         int slices,
                         double radius,
                         double length)
{
    const float dY = length / static_cast<float>(rings - 1);
    const float dTheta = (M_PI * 2) / static_cast<float>(slices);

    for (int ring = 0; ring < rings; ++ring) {
        const float y = -length / 2.0f + static_cast<float>(ring) * dY;

        for (int slice = 0; slice <= slices; ++slice) {
            const float theta = static_cast<float>(slice) * dTheta;
            const float ct = qCos(theta);
            const float st = qSin(theta);

            *verticesPtr++ = radius * ct;
            *verticesPtr++ = y;
            *verticesPtr++ = radius * st;

            *verticesPtr++ = (y + length / 2.0) / length;
            *verticesPtr++ = theta / (M_PI * 2);

            QVector3D n(ct, 0.0f, st);
            n.normalize();
            *verticesPtr++ = n.x();
            *verticesPtr++ = n.y();
            *verticesPtr++ = n.z();

            if (slice == slices)
                continue;
        }
    }
}

void createSidesIndices(quint16 *&indicesPtr, int rings, int slices)
{
    for (int ring = 0; ring < rings; ++ring) {
        const int ringIndexStart = ring * (slices + 1);
        const int nextRingIndexStart = (ring + 1) * (slices + 1);

        for (int slice = 0; slice <= slices; ++slice) {
            if (slice == slices)
                continue;

            const int nextSlice = slice + 1;

            *indicesPtr++ = (ringIndexStart + slice);
            *indicesPtr++ = (nextRingIndexStart + slice);
            *indicesPtr++ = (ringIndexStart + nextSlice);
            *indicesPtr++ = (ringIndexStart + nextSlice);
            *indicesPtr++ = (nextRingIndexStart + slice);
            *indicesPtr++ = (nextRingIndexStart + nextSlice);
        }
    }
}

void createDiscVertices(float *&verticesPtr,
                        int slices,
                        double radius,
                        double yPosition)
{
    const float dTheta = (M_PI * 2) / static_cast<float>(slices);
    const double yNormal = (yPosition < 0.0f) ? -1.0f : 1.0f;

    *verticesPtr++ = 0.0f;
    *verticesPtr++ = yPosition;
    *verticesPtr++ = 0.0f;

    *verticesPtr++ = 1.0f;
    *verticesPtr++ = 0.0f;

    *verticesPtr++ = 0.0f;
    *verticesPtr++ = yNormal;
    *verticesPtr++ = 0.0f;

    for (int slice = 0; slice <= slices; ++slice) {
        const float theta = static_cast<float>(slice) * dTheta;
        const float ct = qCos(theta);
        const float st = qSin(theta);

        *verticesPtr++ = radius * ct;
        *verticesPtr++ = yPosition;
        *verticesPtr++ = radius * st;

        *verticesPtr++ = 1.0f;
        *verticesPtr++ = theta / (M_PI * 2);

        *verticesPtr++ = 0.0f;
        *verticesPtr++ = yNormal;
        *verticesPtr++ = 0.0f;

        if (slice == slices)
            continue;
    }
}

void createDiscIndices(quint16 *&indicesPtr,
                       int discCenterIndex,
                       int slices,
                       double yPosition)
{
    const double yNormal = (yPosition < 0.0f) ? -1.0f : 1.0f;

    for (int slice = 0; slice <= slices; ++slice) {
        if (slice == slices)
            continue;

        const int nextSlice = slice + 1;

        *indicesPtr++ = discCenterIndex;
        *indicesPtr++ = (discCenterIndex + 1 + nextSlice);
        *indicesPtr++ = (discCenterIndex + 1 + slice);

        if (yNormal < 0.0f)
            qSwap(*(indicesPtr -1), *(indicesPtr - 2));
    }
}

} // anonymous


class CylinderVertexDataFunctor : public QBufferFunctor
{
public:
    CylinderVertexDataFunctor(int rings, int slices, float radius, float length)
        : m_rings(rings)
        , m_slices(slices)
        , m_radius(radius)
        , m_length(length)
    {}

    QByteArray operator ()() Q_DECL_OVERRIDE
    {
        const int verticesCount  = (m_slices + 1) * m_rings + 2 * (m_slices + 1) + 2;
        // vec3 pos, vec2 texCoord, vec3 normal
        const quint32 vertexSize = (3 + 2 + 3) * sizeof(float);

        QByteArray verticesData;
        verticesData.resize(vertexSize * verticesCount);
        float *verticesPtr = reinterpret_cast<float*>(verticesData.data());

        createSidesVertices(verticesPtr, m_rings, m_slices, m_radius, m_length);
        createDiscVertices(verticesPtr, m_slices, m_radius, -m_length * 0.5f);
        createDiscVertices(verticesPtr, m_slices, m_radius, m_length * 0.5f);

        return verticesData;
    }

    bool operator ==(const QBufferFunctor &other) const Q_DECL_OVERRIDE
    {
        const CylinderVertexDataFunctor *otherFunctor = functor_cast<CylinderVertexDataFunctor>(&other);
        if (otherFunctor != Q_NULLPTR)
            return (otherFunctor->m_rings == m_rings &&
                    otherFunctor->m_slices == m_slices &&
                    otherFunctor->m_radius == m_radius &&
                    otherFunctor->m_length == m_length);
        return false;
    }

    QT3D_FUNCTOR(CylinderVertexDataFunctor)

private:
    int m_rings;
    int m_slices;
    float m_radius;
    float m_length;
};

class CylinderIndexDataFunctor : public QBufferFunctor
{
public:
    CylinderIndexDataFunctor(int rings, int slices, float length)
        : m_rings(rings)
        , m_slices(slices)
        , m_length(length)
    {
    }

    QByteArray operator ()() Q_DECL_OVERRIDE
    {
        const int facesCount = (m_slices * 2) * m_rings // two tris per side, for all rings
                + m_slices * 2; // two caps
        const int indicesCount = facesCount * 3;
        const int indexSize = sizeof(quint16);
        Q_ASSERT(indicesCount < 65536);

        QByteArray indicesBytes;
        indicesBytes.resize(indicesCount * indexSize);
        quint16 *indicesPtr = reinterpret_cast<quint16*>(indicesBytes.data());

        createSidesIndices(indicesPtr, m_rings, m_slices);
        createDiscIndices(indicesPtr, m_rings * (m_slices + 1), m_slices, -m_length * 0.5);
        createDiscIndices(indicesPtr, m_rings * (m_slices + 1) + m_slices + 2, m_slices, m_length * 0.5);

        return indicesBytes;
    }

    bool operator ==(const QBufferFunctor &other) const Q_DECL_OVERRIDE
    {
        const CylinderIndexDataFunctor *otherFunctor = functor_cast<CylinderIndexDataFunctor>(&other);
        if (otherFunctor != Q_NULLPTR)
            return (otherFunctor->m_rings == m_rings &&
                    otherFunctor->m_slices == m_slices &&
                    otherFunctor->m_length == m_length);
        return false;
    }

    QT3D_FUNCTOR(CylinderIndexDataFunctor)

private:
    int m_rings;
    int m_slices;
    float m_length;
};


QCylinderGeometryPrivate::QCylinderGeometryPrivate()
    : QGeometryPrivate()
    , m_rings(16)
    , m_slices(16)
    , m_radius(1.0f)
    , m_length(1.0f)
    , m_positionAttribute(Q_NULLPTR)
    , m_normalAttribute(Q_NULLPTR)
    , m_texCoordAttribute(Q_NULLPTR)
    , m_indexAttribute(Q_NULLPTR)
    , m_vertexBuffer(Q_NULLPTR)
    , m_indexBuffer(Q_NULLPTR)
{
}

void QCylinderGeometryPrivate::init()
{
    Q_Q(QCylinderGeometry);
    m_positionAttribute = new QAttribute(q);
    m_normalAttribute = new QAttribute(q);
    m_texCoordAttribute = 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
    const quint32 elementSize = 3 + 2 + 3;
    const quint32 stride = elementSize * sizeof(float);
    const int nVerts = (m_slices + 1) * (m_rings + 1);
    const int faces = (m_slices * 2) * m_rings + (2 * m_slices);

    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_indexAttribute->setAttributeType(QAttribute::IndexAttribute);
    m_indexAttribute->setDataType(QAttribute::UnsignedShort);
    m_indexAttribute->setBuffer(m_indexBuffer);

    m_indexAttribute->setCount(faces * 3);

    m_vertexBuffer->setBufferFunctor(QBufferFunctorPtr(new CylinderVertexDataFunctor(m_rings, m_slices, m_radius, m_length)));
    m_indexBuffer->setBufferFunctor(QBufferFunctorPtr(new CylinderIndexDataFunctor(m_rings, m_slices, m_length)));

    q->addAttribute(m_positionAttribute);
    q->addAttribute(m_texCoordAttribute);
    q->addAttribute(m_normalAttribute);
    q->addAttribute(m_indexAttribute);
}

QCylinderGeometry::QCylinderGeometry(QNode *parent)
    : QGeometry(*new QCylinderGeometryPrivate, parent)
{
    Q_D(QCylinderGeometry);
    d->init();
}

QCylinderGeometry::QCylinderGeometry(QCylinderGeometryPrivate &dd, QNode *parent)
    :QGeometry(dd, parent)
{
    Q_D(QCylinderGeometry);
    d->init();
}

QCylinderGeometry::~QCylinderGeometry()
{
    QGeometry::cleanup();
}

void QCylinderGeometry::updateVertices()
{
    Q_D(QCylinderGeometry);
    const int nVerts = (d->m_slices + 1) * (d->m_rings + 1);
    d->m_positionAttribute->setCount(nVerts);
    d->m_texCoordAttribute->setCount(nVerts);
    d->m_normalAttribute->setCount(nVerts);

    d->m_vertexBuffer->setBufferFunctor(QBufferFunctorPtr(new CylinderVertexDataFunctor(d->m_rings, d->m_slices, d->m_radius, d->m_length)));
}

void QCylinderGeometry::updateIndices()
{
    Q_D(QCylinderGeometry);
    const int faces = (d->m_slices * 2) * d->m_rings + (2 * d->m_slices);
    d->m_indexAttribute->setCount(faces * 3);
    d->m_indexBuffer->setBufferFunctor(QBufferFunctorPtr(new CylinderIndexDataFunctor(d->m_rings, d->m_slices, d->m_length)));
}

void QCylinderGeometry::setRings(int rings)
{
    Q_D(QCylinderGeometry);
    if (rings != d->m_rings) {
        d->m_rings = rings;
        updateVertices();
        updateIndices();
        emit ringsChanged();
    }
}

void QCylinderGeometry::setSlices(int slices)
{
    Q_D(QCylinderGeometry);
    if (slices != d->m_slices) {
        d->m_slices = slices;
        updateVertices();
        updateIndices();
        emit slicesChanged();
    }
}

void QCylinderGeometry::setRadius(float radius)
{
    Q_D(QCylinderGeometry);
    if (radius != d->m_radius) {
        d->m_radius = radius;
        updateVertices();
        emit radiusChanged();
    }
}

void QCylinderGeometry::setLength(float length)
{
    Q_D(QCylinderGeometry);
    if (length != d->m_length) {
        d->m_length = length;
        updateVertices();
        updateIndices();
        emit lengthChanged();
    }
}

int QCylinderGeometry::rings() const
{
    Q_D(const QCylinderGeometry);
    return d->m_rings;
}

int QCylinderGeometry::slices() const
{
    Q_D(const QCylinderGeometry);
    return d->m_slices;
}

float QCylinderGeometry::radius() const
{
    Q_D(const QCylinderGeometry);
    return d->m_radius;
}

float QCylinderGeometry::length() const
{
    Q_D(const QCylinderGeometry);
    return d->m_length;
}

} // namespace Qt3DRender

QT_END_NAMESPACE