Qt Quick 3D - 自定义几何图形范例

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#include "examplegeometry.h" #include <QRandomGenerator> #include <QVector3D> ExampleTriangleGeometry::ExampleTriangleGeometry() { updateData(); } void ExampleTriangleGeometry::setNormals(bool enable) { if (m_hasNormals == enable) return; m_hasNormals = enable; emit normalsChanged(); updateData(); update(); } void ExampleTriangleGeometry::setNormalXY(float xy) { if (m_normalXY == xy) return; m_normalXY = xy; emit normalXYChanged(); updateData(); update(); } void ExampleTriangleGeometry::setUV(bool enable) { if (m_hasUV == enable) return; m_hasUV = enable; emit uvChanged(); updateData(); update(); } void ExampleTriangleGeometry::setUVAdjust(float f) { if (m_uvAdjust == f) return; m_uvAdjust = f; emit uvAdjustChanged(); updateData(); update(); } void ExampleTriangleGeometry::updateData() { clear(); int stride = 3 * sizeof(float); if (m_hasNormals) stride += 3 * sizeof(float); if (m_hasUV) stride += 2 * sizeof(float); QByteArray vertexData(3 * stride, Qt::Initialization::Uninitialized); float *p = reinterpret_cast<float *>(vertexData.data()); // a triangle, front face = counter-clockwise *p++ = -1.0f; *p++ = -1.0f; *p++ = 0.0f; if (m_hasNormals) { *p++ = m_normalXY; *p++ = m_normalXY; *p++ = 1.0f; } if (m_hasUV) { *p++ = 0.0f + m_uvAdjust; *p++ = 0.0f + m_uvAdjust; } *p++ = 1.0f; *p++ = -1.0f; *p++ = 0.0f; if (m_hasNormals) { *p++ = m_normalXY; *p++ = m_normalXY; *p++ = 1.0f; } if (m_hasUV) { *p++ = 1.0f - m_uvAdjust; *p++ = 0.0f + m_uvAdjust; } *p++ = 0.0f; *p++ = 1.0f; *p++ = 0.0f; if (m_hasNormals) { *p++ = m_normalXY; *p++ = m_normalXY; *p++ = 1.0f; } if (m_hasUV) { *p++ = 1.0f - m_uvAdjust; *p++ = 1.0f - m_uvAdjust; } setVertexData(vertexData); setStride(stride); setBounds(QVector3D(-1.0f, -1.0f, 0.0f), QVector3D(+1.0f, +1.0f, 0.0f)); setPrimitiveType(QQuick3DGeometry::PrimitiveType::Triangles); addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0, QQuick3DGeometry::Attribute::F32Type); if (m_hasNormals) { addAttribute(QQuick3DGeometry::Attribute::NormalSemantic, 3 * sizeof(float), QQuick3DGeometry::Attribute::F32Type); } if (m_hasUV) { addAttribute(QQuick3DGeometry::Attribute::TexCoordSemantic, m_hasNormals ? 6 * sizeof(float) : 3 * sizeof(float), QQuick3DGeometry::Attribute::F32Type); } } ExamplePointGeometry::ExamplePointGeometry() { updateData(); } void ExamplePointGeometry::updateData() { clear(); constexpr auto randomFloat = [](const float lowest, const float highest) -> float { return lowest + QRandomGenerator::global()->generateDouble() * (highest - lowest); }; constexpr int NUM_POINTS = 2000; constexpr int stride = 3 * sizeof(float); QByteArray vertexData; vertexData.resize(NUM_POINTS * stride); float *p = reinterpret_cast<float *>(vertexData.data()); for (int i = 0; i < NUM_POINTS; ++i) { *p++ = randomFloat(-5.0f, +5.0f); *p++ = randomFloat(-5.0f, +5.0f); *p++ = 0.0f; } setVertexData(vertexData); setStride(stride); setBounds(QVector3D(-5.0f, -5.0f, 0.0f), QVector3D(+5.0f, +5.0f, 0.0f)); setPrimitiveType(QQuick3DGeometry::PrimitiveType::Points); addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0, QQuick3DGeometry::Attribute::F32Type); }