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68CapsuleGeometryPhysics::CapsuleGeometryPhysics()
73void CapsuleGeometryPhysics::setEnableNormals(
bool enable)
75 if (m_enableNormals == enable)
78 m_enableNormals = enable;
79 emit enableNormalsChanged();
84void CapsuleGeometryPhysics::setEnableUV(
bool enable)
86 if (m_enableUV == enable)
90 emit enableUVChanged();
95void CapsuleGeometryPhysics::setLongitudes(
int longitudes)
97 if (m_longitudes == longitudes)
100 m_longitudes = longitudes;
101 emit longitudesChanged();
106void CapsuleGeometryPhysics::setLatitudes(
int latitudes)
108 if (m_latitudes == latitudes)
111 m_latitudes = latitudes;
112 emit latitudesChanged();
117void CapsuleGeometryPhysics::setRings(
int rings)
119 if (m_rings == rings)
128void CapsuleGeometryPhysics::setHeight(
float height)
130 if (m_height == height)
134 emit heightChanged();
139void CapsuleGeometryPhysics::setDiameter(
float diameter)
141 if (m_diameter == diameter)
144 m_diameter = diameter;
145 emit diameterChanged();
160void CapsuleGeometryPhysics::updateData()
164 constexpr float EPSILON = 0.001f;
165 const float radius = m_diameter * 0.5f;
168 int verifLats = qMax(2, m_latitudes);
169 if (verifLats % 2 != 0) {
174 uint32_t verifLons = qMax(3, m_longitudes);
175 uint32_t verifRings = qMax(0, m_rings);
176 float verifDepth = qMax(EPSILON, m_height);
177 float verifRad = qMax(EPSILON, radius);
180 bool calcMiddle = verifRings > 0;
181 uint32_t halfLats = verifLats / 2;
182 uint32_t halfLatsn1 = halfLats - 1;
183 uint32_t halfLatsn2 = halfLats - 2;
184 uint32_t verifRingsp1 = verifRings + 1;
185 uint32_t verifLonsp1 = verifLons + 1;
186 uint32_t lonsHalfLatn1 = halfLatsn1 * verifLons;
187 uint32_t lonsRingsp1 = verifRingsp1 * verifLons;
188 float halfDepth = verifDepth * 0.5f;
189 float summit = halfDepth + verifRad;
192 uint32_t idxVNEquator = verifLonsp1 + verifLons * halfLatsn2;
193 uint32_t idxVCyl = idxVNEquator + verifLons;
194 uint32_t idxVSEquator = idxVCyl;
196 idxVSEquator += verifLons * verifRings;
198 uint32_t idxVSouth = idxVSEquator + verifLons;
199 uint32_t idxVSouthCap = idxVSouth + verifLons * halfLatsn2;
200 uint32_t idxVSouthPole = idxVSouthCap + verifLons;
203 uint32_t idxVtNEquator = verifLons + verifLonsp1 * halfLatsn1;
204 uint32_t idxVtCyl = idxVtNEquator + verifLonsp1;
205 uint32_t idxVtSEquator = idxVtCyl;
207 idxVtSEquator += verifLonsp1 * verifRings;
209 uint32_t idxVtSHemi = idxVtSEquator + verifLonsp1;
210 uint32_t idxVtSPolar = idxVtSHemi + verifLonsp1 * halfLatsn2;
211 uint32_t idxVtSCap = idxVtSPolar + verifLonsp1;
214 uint32_t idxVnSouth = idxVNEquator + verifLons;
215 uint32_t idxVnSouthCap = idxVnSouth + verifLons * halfLatsn2;
216 uint32_t idxVnSouthPole = idxVnSouthCap + verifLons;
219 uint32_t idxFsCyl = verifLons + lonsHalfLatn1 * 2;
220 uint32_t idxFsSouthEquat = idxFsCyl + lonsRingsp1 * 2;
221 uint32_t idxFsSouthHemi = idxFsSouthEquat + lonsHalfLatn1 * 2;
224 uint32_t verticesLen = idxVSouthPole + 1;
225 uint32_t texturesLen = idxVtSCap + verifLons;
226 uint32_t normalsLen = idxVnSouthPole + 1;
227 uint32_t facesLen = idxFsSouthHemi + verifLons;
230 auto vertices = QList<QVector3D>(verticesLen);
231 auto vertexTextures = QList<QVector2D>(texturesLen);
232 auto vertexNormals = QList<QVector3D>(normalsLen);
236 auto faces = QList<std::array<Face, 3>>(facesLen);
239 vertices[0] = QVector3D(-summit, 0.f, 0.f);
240 vertexNormals[0] = QVector3D(-1.f, 0.f, 0.f);
243 vertices[idxVSouthPole] = QVector3D(summit, 0.f, 0.f);
244 vertexNormals[idxVnSouthPole] = QVector3D(1.f, 0.f, 0.f);
247 QList<
float> sinThetaCache = QList<
float>(verifLons);
248 QList<
float> cosThetaCache = QList<
float>(verifLons);
249 float toTheta = 2 * M_PI / verifLons;
250 float toPhi = M_PI / verifLats;
251 float toTexHorizontal = 1.f / verifLons;
252 float toTexVertical = 1.f / halfLats;
254 for (uint32_t j = 0; j < verifLons; ++j) {
257 float theta = j * toTheta;
258 float sinTheta = sin(theta);
259 float cosTheta = cos(theta);
260 sinThetaCache[j] = sinTheta;
261 cosThetaCache[j] = cosTheta;
264 float sTex = (j + 0.5f) * toTexHorizontal;
265 vertexTextures[j] = QVector2D(sTex, 1.f);
266 vertexTextures[idxVtSCap + j] = QVector2D(sTex, 0.f);
269 float x = verifRad * cosTheta;
270 float z = verifRad * sinTheta;
273 vertices[idxVNEquator + j] = QVector3D(-halfDepth, x, -z);
274 vertices[idxVSEquator + j] = QVector3D(halfDepth, x, -z);
277 vertexNormals[idxVNEquator + j] = QVector3D(0.f, cosTheta, -sinTheta);
280 uint32_t jNextVt = j + 1;
281 uint32_t jNextV = jNextVt % verifLons;
284 faces[j] = {
Face { 0, j, 0 },
Face { jNextVt, verifLons + j, jNextVt },
285 Face { 1 + jNextV, verifLons + jNextVt, 1 + jNextV } };
288 faces[idxFsSouthHemi + j] = {
289 Face { idxVSouthPole, idxVtSCap + j, idxVnSouthPole },
290 Face { idxVSouthCap + jNextV, idxVtSPolar + jNextVt, idxVnSouthCap + jNextV },
291 Face { idxVSouthCap + j, idxVtSPolar + j, idxVnSouthCap + j }
296 float vtAspectRatio = 0.f;
297 switch (m_uvProfile) {
298 case CapsuleGeometryPhysics::UvProfile::Fixed:
299 vtAspectRatio = 0.33333333f;
301 case CapsuleGeometryPhysics::UvProfile::Aspect:
302 vtAspectRatio = verifRad / (verifDepth + verifRad + verifRad);
304 case CapsuleGeometryPhysics::UvProfile::Uniform:
305 vtAspectRatio = (
float)halfLats / (verifRingsp1 + verifLats);
308 float vtAspectSouth = vtAspectRatio;
309 float vtAspectNorth = 1.f - vtAspectRatio;
312 QList<
float> sTexCache = QList<
float>(verifLonsp1);
315 for (uint32_t j = 0; j < verifLonsp1; ++j) {
316 float sTex = j * toTexHorizontal;
318 vertexTextures[idxVtNEquator + j] = QVector2D(sTex, vtAspectNorth);
319 vertexTextures[idxVtSEquator + j] = QVector2D(sTex, vtAspectSouth);
323 uint32_t vHemiOffsetNorth = 1;
324 uint32_t vHemiOffsetSouth = idxVSouth;
325 uint32_t vtHemiOffsetNorth = verifLons;
326 uint32_t vtHemiOffsetSouth = idxVtSHemi;
327 uint32_t vnHemiOffsetSouth = idxVnSouth;
328 uint32_t fHemiOffsetNorth = verifLons;
329 uint32_t fHemiOffsetSouth = idxFsSouthEquat;
331 for (uint32_t i = 0; i < halfLatsn1; ++i) {
332 uint32_t iLonsCurr = i * verifLons;
333 float ip1f = i + 1.f;
334 float phi = ip1f * toPhi;
335 float sinPhiSouth = sin(phi);
336 float cosPhiSouth = cos(phi);
340 float cosPhiNorth = sinPhiSouth;
341 float sinPhiNorth = -cosPhiSouth;
344 float rhoCosPhiNorth = verifRad * cosPhiNorth;
345 float rhoSinPhiNorth = verifRad * sinPhiNorth;
346 float yOffsetNorth = halfDepth - rhoSinPhiNorth;
349 float rhoCosPhiSouth = verifRad * cosPhiSouth;
350 float rhoSinPhiSouth = verifRad * sinPhiSouth;
351 float yOffsetSouth = -halfDepth - rhoSinPhiSouth;
354 uint32_t vCurrLatN = 1 + iLonsCurr;
355 uint32_t vNextLatN = vCurrLatN + verifLons;
358 uint32_t vCurrLatS = idxVSEquator + iLonsCurr;
359 uint32_t vNextLatS = vCurrLatS + verifLons;
362 uint32_t vtCurrLatN = verifLons + i * verifLonsp1;
363 uint32_t vtNextLatN = vtCurrLatN + verifLonsp1;
366 uint32_t vtCurrLatS = idxVtSEquator + i * verifLonsp1;
367 uint32_t vtNextLatS = vtCurrLatS + verifLonsp1;
370 uint32_t vnCurrLatN = 1 + iLonsCurr;
371 uint32_t vnNextLatN = vnCurrLatN + verifLons;
374 uint32_t vnCurrLatS = idxVNEquator + iLonsCurr;
375 uint32_t vnNextLatS = vnCurrLatS + verifLons;
378 for (uint32_t j = 0; j < verifLons; ++j) {
379 float sinTheta = sinThetaCache[j];
380 float cosTheta = cosThetaCache[j];
383 vertices[vHemiOffsetNorth] =
384 QVector3D(-yOffsetNorth, rhoCosPhiNorth * cosTheta, -rhoCosPhiNorth * sinTheta);
387 vertexNormals[vHemiOffsetNorth] =
388 QVector3D(sinPhiNorth, cosPhiNorth * cosTheta, -cosPhiNorth * sinTheta);
391 vertices[vHemiOffsetSouth] =
392 QVector3D(-yOffsetSouth, rhoCosPhiSouth * cosTheta, -rhoCosPhiSouth * sinTheta);
395 vertexNormals[vnHemiOffsetSouth] =
396 QVector3D(sinPhiSouth, cosPhiSouth * cosTheta, -cosPhiSouth * sinTheta);
402 uint32_t jNextVt = j + 1;
403 uint32_t jNextV = jNextVt % verifLons;
406 uint32_t vn00 = vCurrLatN + j;
407 uint32_t vn01 = vNextLatN + j;
408 uint32_t vn11 = vNextLatN + jNextV;
409 uint32_t vn10 = vCurrLatN + jNextV;
412 uint32_t vs00 = vCurrLatS + j;
413 uint32_t vs01 = vNextLatS + j;
414 uint32_t vs11 = vNextLatS + jNextV;
415 uint32_t vs10 = vCurrLatS + jNextV;
418 uint32_t vtn00 = vtCurrLatN + j;
419 uint32_t vtn01 = vtNextLatN + j;
420 uint32_t vtn11 = vtNextLatN + jNextVt;
421 uint32_t vtn10 = vtCurrLatN + jNextVt;
424 uint32_t vts00 = vtCurrLatS + j;
425 uint32_t vts01 = vtNextLatS + j;
426 uint32_t vts11 = vtNextLatS + jNextVt;
427 uint32_t vts10 = vtCurrLatS + jNextVt;
430 uint32_t vnn00 = vnCurrLatN + j;
431 uint32_t vnn01 = vnNextLatN + j;
432 uint32_t vnn11 = vnNextLatN + jNextV;
433 uint32_t vnn10 = vnCurrLatN + jNextV;
436 uint32_t vns00 = vnCurrLatS + j;
437 uint32_t vns01 = vnNextLatS + j;
438 uint32_t vns11 = vnNextLatS + jNextV;
439 uint32_t vns10 = vnCurrLatS + jNextV;
442 faces[fHemiOffsetNorth] = {
Face { vn00, vtn00, vnn00 },
Face { vn11, vtn11, vnn11 },
443 Face { vn10, vtn10, vnn10 } };
445 faces[fHemiOffsetNorth + 1] = {
Face { vn00, vtn00, vnn00 },
446 Face { vn01, vtn01, vnn01 },
447 Face { vn11, vtn11, vnn11 } };
450 faces[fHemiOffsetSouth] = {
Face { vs00, vts00, vns00 },
Face { vs11, vts11, vns11 },
451 Face { vs10, vts10, vns10 } };
453 faces[fHemiOffsetSouth + 1] = {
Face { vs00, vts00, vns00 },
454 Face { vs01, vts01, vns01 },
455 Face { vs11, vts11, vns11 } };
457 fHemiOffsetNorth += 2;
458 fHemiOffsetSouth += 2;
464 float tTexFac = ip1f * toTexVertical;
465 float tTexNorth = 1.f - tTexFac + tTexFac * vtAspectNorth;
466 float tTexSouth = vtAspectSouth * (1.f - tTexFac);
469 for (uint32_t j = 0; j < verifLonsp1; ++j) {
470 float sTex = sTexCache[j];
472 vertexTextures[vtHemiOffsetNorth] = QVector2D(sTex, tTexNorth);
473 vertexTextures[vtHemiOffsetSouth] = QVector2D(sTex, tTexSouth);
486 float toFac = 1.f / verifRingsp1;
487 uint32_t vCylOffset = idxVCyl;
488 uint32_t vtCylOffset = idxVtCyl;
489 for (uint32_t m = 1; m < verifRingsp1; ++m) {
490 float fac = m * toFac;
491 float cmplFac = 1.f - fac;
494 for (uint32_t j = 0; j < verifLons; ++j) {
495 QVector3D vEquatorNorth = vertices[idxVNEquator + j];
496 QVector3D vEquatorSouth = vertices[idxVSEquator + j];
502 vertices[vCylOffset] =
503 QVector3D(cmplFac * vEquatorNorth.x() + fac * vEquatorSouth.x(),
504 cmplFac * vEquatorNorth.y() + fac * vEquatorSouth.y(),
505 cmplFac * vEquatorNorth.z() + fac * vEquatorSouth.z());
511 float tTex = cmplFac * vtAspectNorth + fac * vtAspectSouth;
512 for (uint32_t j = 0; j < verifLonsp1; ++j) {
513 float sTex = sTexCache[j];
514 vertexTextures[vtCylOffset] = QVector2D(sTex, tTex);
521 uint32_t fCylOffset = idxFsCyl;
522 for (uint32_t m = 0; m < verifRingsp1; ++m) {
523 uint32_t vCurrRing = idxVNEquator + m * verifLons;
524 uint32_t vNextRing = vCurrRing + verifLons;
526 uint32_t vtCurrRing = idxVtNEquator + m * verifLonsp1;
527 uint32_t vtNextRing = vtCurrRing + verifLonsp1;
529 for (uint32_t j = 0; j < verifLons; ++j) {
530 uint32_t jNextVt = j + 1;
531 uint32_t jNextV = jNextVt % verifLons;
534 uint32_t v00 = vCurrRing + j;
535 uint32_t v01 = vNextRing + j;
536 uint32_t v11 = vNextRing + jNextV;
537 uint32_t v10 = vCurrRing + jNextV;
540 uint32_t vt00 = vtCurrRing + j;
541 uint32_t vt01 = vtNextRing + j;
542 uint32_t vt11 = vtNextRing + jNextVt;
543 uint32_t vt10 = vtCurrRing + jNextVt;
546 uint32_t vn0 = idxVNEquator + j;
547 uint32_t vn1 = idxVNEquator + jNextV;
549 faces[fCylOffset] = {
Face { v00, vt00, vn0 },
Face { v11, vt11, vn1 },
550 Face { v10, vt10, vn1 } };
552 faces[fCylOffset + 1] = {
Face { v00, vt00, vn0 },
Face { v01, vt01, vn0 },
553 Face { v11, vt11, vn1 } };
559 uint32_t stride = 3 *
sizeof(
float);
560 uint32_t strideNormal = 0;
561 uint32_t strideUV = 0;
563 if (m_enableNormals) {
564 strideNormal = stride;
565 stride += 3 *
sizeof(
float);
569 stride += 2 *
sizeof(
float);
572 QByteArray vertexData(vertices.length() * stride, Qt::Initialization::Uninitialized);
573 QByteArray indexData(faces.length() * 3 *
sizeof(quint32), Qt::Initialization::Uninitialized);
575 const auto getVertexPtr = [&](
const int vertexIdx) {
576 return reinterpret_cast<QVector3D *>(vertexData.data() + stride * vertexIdx);
578 const auto getNormalPtr = [&](
const int vertexIdx) {
579 return reinterpret_cast<QVector3D *>(vertexData.data() + stride * vertexIdx + strideNormal);
581 const auto getTexturePtr = [&](
const int vertexIdx) {
582 return reinterpret_cast<QVector2D *>(vertexData.data() + stride * vertexIdx + strideUV);
585 uint32_t *indexPtr =
reinterpret_cast<uint32_t *>(indexData.data());
587 for (qsizetype i = 0; i < vertices.length(); i++) {
588 *getVertexPtr(i) = vertices[i];
591 for (qsizetype i = 0; i < faces.length(); i++) {
592 const auto vertexIndices =
593 std::array<uint32_t, 3> { faces[i][0].vertexIdx, faces[i][1].vertexIdx,
594 faces[i][2].vertexIdx };
595 *indexPtr = vertexIndices[0];
597 *indexPtr = vertexIndices[1];
599 *indexPtr = vertexIndices[2];
602 if (m_enableNormals) {
603 const auto normalIndices =
604 std::array<uint32_t, 3> { faces[i][0].normalIdx, faces[i][1].normalIdx,
605 faces[i][2].normalIdx };
606 *getNormalPtr(vertexIndices[0]) = vertexNormals[normalIndices[0]];
607 *getNormalPtr(vertexIndices[1]) = vertexNormals[normalIndices[1]];
608 *getNormalPtr(vertexIndices[2]) = vertexNormals[normalIndices[2]];
612 const auto textureIndices =
613 std::array<uint32_t, 3> { faces[i][0].textureIdx, faces[i][1].textureIdx,
614 faces[i][2].textureIdx };
615 *getTexturePtr(vertexIndices[0]) = vertexTextures[textureIndices[0]];
616 *getTexturePtr(vertexIndices[1]) = vertexTextures[textureIndices[1]];
617 *getTexturePtr(vertexIndices[2]) = vertexTextures[textureIndices[2]];
621 addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0,
622 QQuick3DGeometry::Attribute::ComponentType::F32Type);
623 if (m_enableNormals) {
624 addAttribute(QQuick3DGeometry::Attribute::NormalSemantic, strideNormal,
625 QQuick3DGeometry::Attribute::ComponentType::F32Type);
628 addAttribute(QQuick3DGeometry::Attribute::TexCoordSemantic, strideUV,
629 QQuick3DGeometry::Attribute::ComponentType::F32Type);
631 addAttribute(QQuick3DGeometry::Attribute::IndexSemantic, 0,
632 QQuick3DGeometry::Attribute::ComponentType::U32Type);
635 setVertexData(vertexData);
636 setIndexData(indexData);
638 setBounds(QVector3D(-radius - 0.5f * m_height, -radius, -radius),
639 QVector3D(radius + 0.5f * m_height, radius, radius));