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70CapsuleGeometryPhysics::CapsuleGeometryPhysics()
75void CapsuleGeometryPhysics::setEnableNormals(
bool enable)
77 if (m_enableNormals == enable)
80 m_enableNormals = enable;
81 emit enableNormalsChanged();
86void CapsuleGeometryPhysics::setEnableUV(
bool enable)
88 if (m_enableUV == enable)
92 emit enableUVChanged();
97void CapsuleGeometryPhysics::setLongitudes(
int longitudes)
99 if (m_longitudes == longitudes)
102 m_longitudes = longitudes;
103 emit longitudesChanged();
108void CapsuleGeometryPhysics::setLatitudes(
int latitudes)
110 if (m_latitudes == latitudes)
113 m_latitudes = latitudes;
114 emit latitudesChanged();
119void CapsuleGeometryPhysics::setRings(
int rings)
121 if (m_rings == rings)
130void CapsuleGeometryPhysics::setHeight(
float height)
132 if (m_height == height)
136 emit heightChanged();
141void CapsuleGeometryPhysics::setDiameter(
float diameter)
143 if (m_diameter == diameter)
146 m_diameter = diameter;
147 emit diameterChanged();
162void CapsuleGeometryPhysics::updateData()
166 constexpr float EPSILON = 0.001f;
167 const float radius = m_diameter * 0.5f;
170 int verifLats = qMax(2, m_latitudes);
171 if (verifLats % 2 != 0) {
176 uint32_t verifLons = qMax(3, m_longitudes);
177 uint32_t verifRings = qMax(0, m_rings);
178 float verifDepth = qMax(EPSILON, m_height);
179 float verifRad = qMax(EPSILON, radius);
182 bool calcMiddle = verifRings > 0;
183 uint32_t halfLats = verifLats / 2;
184 uint32_t halfLatsn1 = halfLats - 1;
185 uint32_t halfLatsn2 = halfLats - 2;
186 uint32_t verifRingsp1 = verifRings + 1;
187 uint32_t verifLonsp1 = verifLons + 1;
188 uint32_t lonsHalfLatn1 = halfLatsn1 * verifLons;
189 uint32_t lonsRingsp1 = verifRingsp1 * verifLons;
190 float halfDepth = verifDepth * 0.5f;
191 float summit = halfDepth + verifRad;
194 uint32_t idxVNEquator = verifLonsp1 + verifLons * halfLatsn2;
195 uint32_t idxVCyl = idxVNEquator + verifLons;
196 uint32_t idxVSEquator = idxVCyl;
198 idxVSEquator += verifLons * verifRings;
200 uint32_t idxVSouth = idxVSEquator + verifLons;
201 uint32_t idxVSouthCap = idxVSouth + verifLons * halfLatsn2;
202 uint32_t idxVSouthPole = idxVSouthCap + verifLons;
205 uint32_t idxVtNEquator = verifLons + verifLonsp1 * halfLatsn1;
206 uint32_t idxVtCyl = idxVtNEquator + verifLonsp1;
207 uint32_t idxVtSEquator = idxVtCyl;
209 idxVtSEquator += verifLonsp1 * verifRings;
211 uint32_t idxVtSHemi = idxVtSEquator + verifLonsp1;
212 uint32_t idxVtSPolar = idxVtSHemi + verifLonsp1 * halfLatsn2;
213 uint32_t idxVtSCap = idxVtSPolar + verifLonsp1;
216 uint32_t idxVnSouth = idxVNEquator + verifLons;
217 uint32_t idxVnSouthCap = idxVnSouth + verifLons * halfLatsn2;
218 uint32_t idxVnSouthPole = idxVnSouthCap + verifLons;
221 uint32_t idxFsCyl = verifLons + lonsHalfLatn1 * 2;
222 uint32_t idxFsSouthEquat = idxFsCyl + lonsRingsp1 * 2;
223 uint32_t idxFsSouthHemi = idxFsSouthEquat + lonsHalfLatn1 * 2;
226 uint32_t verticesLen = idxVSouthPole + 1;
227 uint32_t texturesLen = idxVtSCap + verifLons;
228 uint32_t normalsLen = idxVnSouthPole + 1;
229 uint32_t facesLen = idxFsSouthHemi + verifLons;
232 auto vertices = QList<QVector3D>(verticesLen);
233 auto vertexTextures = QList<QVector2D>(texturesLen);
234 auto vertexNormals = QList<QVector3D>(normalsLen);
238 auto faces = QList<std::array<Face, 3>>(facesLen);
241 vertices[0] = QVector3D(-summit, 0.f, 0.f);
242 vertexNormals[0] = QVector3D(-1.f, 0.f, 0.f);
245 vertices[idxVSouthPole] = QVector3D(summit, 0.f, 0.f);
246 vertexNormals[idxVnSouthPole] = QVector3D(1.f, 0.f, 0.f);
249 QList<
float> sinThetaCache = QList<
float>(verifLons);
250 QList<
float> cosThetaCache = QList<
float>(verifLons);
251 float toTheta = 2 * M_PI / verifLons;
252 float toPhi = M_PI / verifLats;
253 float toTexHorizontal = 1.f / verifLons;
254 float toTexVertical = 1.f / halfLats;
256 for (uint32_t j = 0; j < verifLons; ++j) {
259 float theta = j * toTheta;
260 float sinTheta = sin(theta);
261 float cosTheta = cos(theta);
262 sinThetaCache[j] = sinTheta;
263 cosThetaCache[j] = cosTheta;
266 float sTex = (j + 0.5f) * toTexHorizontal;
267 vertexTextures[j] = QVector2D(sTex, 1.f);
268 vertexTextures[idxVtSCap + j] = QVector2D(sTex, 0.f);
271 float x = verifRad * cosTheta;
272 float z = verifRad * sinTheta;
275 vertices[idxVNEquator + j] = QVector3D(-halfDepth, x, -z);
276 vertices[idxVSEquator + j] = QVector3D(halfDepth, x, -z);
279 vertexNormals[idxVNEquator + j] = QVector3D(0.f, cosTheta, -sinTheta);
282 uint32_t jNextVt = j + 1;
283 uint32_t jNextV = jNextVt % verifLons;
286 faces[j] = {
Face { 0, j, 0 },
Face { jNextVt, verifLons + j, jNextVt },
287 Face { 1 + jNextV, verifLons + jNextVt, 1 + jNextV } };
290 faces[idxFsSouthHemi + j] = {
291 Face { idxVSouthPole, idxVtSCap + j, idxVnSouthPole },
292 Face { idxVSouthCap + jNextV, idxVtSPolar + jNextVt, idxVnSouthCap + jNextV },
293 Face { idxVSouthCap + j, idxVtSPolar + j, idxVnSouthCap + j }
298 float vtAspectRatio = 0.f;
299 switch (m_uvProfile) {
300 case CapsuleGeometryPhysics::UvProfile::Fixed:
301 vtAspectRatio = 0.33333333f;
303 case CapsuleGeometryPhysics::UvProfile::Aspect:
304 vtAspectRatio = verifRad / (verifDepth + verifRad + verifRad);
306 case CapsuleGeometryPhysics::UvProfile::Uniform:
307 vtAspectRatio = (
float)halfLats / (verifRingsp1 + verifLats);
310 float vtAspectSouth = vtAspectRatio;
311 float vtAspectNorth = 1.f - vtAspectRatio;
314 QList<
float> sTexCache = QList<
float>(verifLonsp1);
317 for (uint32_t j = 0; j < verifLonsp1; ++j) {
318 float sTex = j * toTexHorizontal;
320 vertexTextures[idxVtNEquator + j] = QVector2D(sTex, vtAspectNorth);
321 vertexTextures[idxVtSEquator + j] = QVector2D(sTex, vtAspectSouth);
325 uint32_t vHemiOffsetNorth = 1;
326 uint32_t vHemiOffsetSouth = idxVSouth;
327 uint32_t vtHemiOffsetNorth = verifLons;
328 uint32_t vtHemiOffsetSouth = idxVtSHemi;
329 uint32_t vnHemiOffsetSouth = idxVnSouth;
330 uint32_t fHemiOffsetNorth = verifLons;
331 uint32_t fHemiOffsetSouth = idxFsSouthEquat;
333 for (uint32_t i = 0; i < halfLatsn1; ++i) {
334 uint32_t iLonsCurr = i * verifLons;
335 float ip1f = i + 1.f;
336 float phi = ip1f * toPhi;
337 float sinPhiSouth = sin(phi);
338 float cosPhiSouth = cos(phi);
342 float cosPhiNorth = sinPhiSouth;
343 float sinPhiNorth = -cosPhiSouth;
346 float rhoCosPhiNorth = verifRad * cosPhiNorth;
347 float rhoSinPhiNorth = verifRad * sinPhiNorth;
348 float yOffsetNorth = halfDepth - rhoSinPhiNorth;
351 float rhoCosPhiSouth = verifRad * cosPhiSouth;
352 float rhoSinPhiSouth = verifRad * sinPhiSouth;
353 float yOffsetSouth = -halfDepth - rhoSinPhiSouth;
356 uint32_t vCurrLatN = 1 + iLonsCurr;
357 uint32_t vNextLatN = vCurrLatN + verifLons;
360 uint32_t vCurrLatS = idxVSEquator + iLonsCurr;
361 uint32_t vNextLatS = vCurrLatS + verifLons;
364 uint32_t vtCurrLatN = verifLons + i * verifLonsp1;
365 uint32_t vtNextLatN = vtCurrLatN + verifLonsp1;
368 uint32_t vtCurrLatS = idxVtSEquator + i * verifLonsp1;
369 uint32_t vtNextLatS = vtCurrLatS + verifLonsp1;
372 uint32_t vnCurrLatN = 1 + iLonsCurr;
373 uint32_t vnNextLatN = vnCurrLatN + verifLons;
376 uint32_t vnCurrLatS = idxVNEquator + iLonsCurr;
377 uint32_t vnNextLatS = vnCurrLatS + verifLons;
380 for (uint32_t j = 0; j < verifLons; ++j) {
381 float sinTheta = sinThetaCache[j];
382 float cosTheta = cosThetaCache[j];
385 vertices[vHemiOffsetNorth] =
386 QVector3D(-yOffsetNorth, rhoCosPhiNorth * cosTheta, -rhoCosPhiNorth * sinTheta);
389 vertexNormals[vHemiOffsetNorth] =
390 QVector3D(sinPhiNorth, cosPhiNorth * cosTheta, -cosPhiNorth * sinTheta);
393 vertices[vHemiOffsetSouth] =
394 QVector3D(-yOffsetSouth, rhoCosPhiSouth * cosTheta, -rhoCosPhiSouth * sinTheta);
397 vertexNormals[vnHemiOffsetSouth] =
398 QVector3D(sinPhiSouth, cosPhiSouth * cosTheta, -cosPhiSouth * sinTheta);
404 uint32_t jNextVt = j + 1;
405 uint32_t jNextV = jNextVt % verifLons;
408 uint32_t vn00 = vCurrLatN + j;
409 uint32_t vn01 = vNextLatN + j;
410 uint32_t vn11 = vNextLatN + jNextV;
411 uint32_t vn10 = vCurrLatN + jNextV;
414 uint32_t vs00 = vCurrLatS + j;
415 uint32_t vs01 = vNextLatS + j;
416 uint32_t vs11 = vNextLatS + jNextV;
417 uint32_t vs10 = vCurrLatS + jNextV;
420 uint32_t vtn00 = vtCurrLatN + j;
421 uint32_t vtn01 = vtNextLatN + j;
422 uint32_t vtn11 = vtNextLatN + jNextVt;
423 uint32_t vtn10 = vtCurrLatN + jNextVt;
426 uint32_t vts00 = vtCurrLatS + j;
427 uint32_t vts01 = vtNextLatS + j;
428 uint32_t vts11 = vtNextLatS + jNextVt;
429 uint32_t vts10 = vtCurrLatS + jNextVt;
432 uint32_t vnn00 = vnCurrLatN + j;
433 uint32_t vnn01 = vnNextLatN + j;
434 uint32_t vnn11 = vnNextLatN + jNextV;
435 uint32_t vnn10 = vnCurrLatN + jNextV;
438 uint32_t vns00 = vnCurrLatS + j;
439 uint32_t vns01 = vnNextLatS + j;
440 uint32_t vns11 = vnNextLatS + jNextV;
441 uint32_t vns10 = vnCurrLatS + jNextV;
444 faces[fHemiOffsetNorth] = {
Face { vn00, vtn00, vnn00 },
Face { vn11, vtn11, vnn11 },
445 Face { vn10, vtn10, vnn10 } };
447 faces[fHemiOffsetNorth + 1] = {
Face { vn00, vtn00, vnn00 },
448 Face { vn01, vtn01, vnn01 },
449 Face { vn11, vtn11, vnn11 } };
452 faces[fHemiOffsetSouth] = {
Face { vs00, vts00, vns00 },
Face { vs11, vts11, vns11 },
453 Face { vs10, vts10, vns10 } };
455 faces[fHemiOffsetSouth + 1] = {
Face { vs00, vts00, vns00 },
456 Face { vs01, vts01, vns01 },
457 Face { vs11, vts11, vns11 } };
459 fHemiOffsetNorth += 2;
460 fHemiOffsetSouth += 2;
466 float tTexFac = ip1f * toTexVertical;
467 float tTexNorth = 1.f - tTexFac + tTexFac * vtAspectNorth;
468 float tTexSouth = vtAspectSouth * (1.f - tTexFac);
471 for (uint32_t j = 0; j < verifLonsp1; ++j) {
472 float sTex = sTexCache[j];
474 vertexTextures[vtHemiOffsetNorth] = QVector2D(sTex, tTexNorth);
475 vertexTextures[vtHemiOffsetSouth] = QVector2D(sTex, tTexSouth);
488 float toFac = 1.f / verifRingsp1;
489 uint32_t vCylOffset = idxVCyl;
490 uint32_t vtCylOffset = idxVtCyl;
491 for (uint32_t m = 1; m < verifRingsp1; ++m) {
492 float fac = m * toFac;
493 float cmplFac = 1.f - fac;
496 for (uint32_t j = 0; j < verifLons; ++j) {
497 QVector3D vEquatorNorth = vertices[idxVNEquator + j];
498 QVector3D vEquatorSouth = vertices[idxVSEquator + j];
504 vertices[vCylOffset] =
505 QVector3D(cmplFac * vEquatorNorth.x() + fac * vEquatorSouth.x(),
506 cmplFac * vEquatorNorth.y() + fac * vEquatorSouth.y(),
507 cmplFac * vEquatorNorth.z() + fac * vEquatorSouth.z());
513 float tTex = cmplFac * vtAspectNorth + fac * vtAspectSouth;
514 for (uint32_t j = 0; j < verifLonsp1; ++j) {
515 float sTex = sTexCache[j];
516 vertexTextures[vtCylOffset] = QVector2D(sTex, tTex);
523 uint32_t fCylOffset = idxFsCyl;
524 for (uint32_t m = 0; m < verifRingsp1; ++m) {
525 uint32_t vCurrRing = idxVNEquator + m * verifLons;
526 uint32_t vNextRing = vCurrRing + verifLons;
528 uint32_t vtCurrRing = idxVtNEquator + m * verifLonsp1;
529 uint32_t vtNextRing = vtCurrRing + verifLonsp1;
531 for (uint32_t j = 0; j < verifLons; ++j) {
532 uint32_t jNextVt = j + 1;
533 uint32_t jNextV = jNextVt % verifLons;
536 uint32_t v00 = vCurrRing + j;
537 uint32_t v01 = vNextRing + j;
538 uint32_t v11 = vNextRing + jNextV;
539 uint32_t v10 = vCurrRing + jNextV;
542 uint32_t vt00 = vtCurrRing + j;
543 uint32_t vt01 = vtNextRing + j;
544 uint32_t vt11 = vtNextRing + jNextVt;
545 uint32_t vt10 = vtCurrRing + jNextVt;
548 uint32_t vn0 = idxVNEquator + j;
549 uint32_t vn1 = idxVNEquator + jNextV;
551 faces[fCylOffset] = {
Face { v00, vt00, vn0 },
Face { v11, vt11, vn1 },
552 Face { v10, vt10, vn1 } };
554 faces[fCylOffset + 1] = {
Face { v00, vt00, vn0 },
Face { v01, vt01, vn0 },
555 Face { v11, vt11, vn1 } };
561 uint32_t stride = 3 *
sizeof(
float);
562 uint32_t strideNormal = 0;
563 uint32_t strideUV = 0;
565 if (m_enableNormals) {
566 strideNormal = stride;
567 stride += 3 *
sizeof(
float);
571 stride += 2 *
sizeof(
float);
574 QByteArray vertexData(vertices.length() * stride, Qt::Initialization::Uninitialized);
575 QByteArray indexData(faces.length() * 3 *
sizeof(quint32), Qt::Initialization::Uninitialized);
577 const auto getVertexPtr = [&](
const int vertexIdx) {
578 return reinterpret_cast<QVector3D *>(vertexData.data() + stride * vertexIdx);
580 const auto getNormalPtr = [&](
const int vertexIdx) {
581 return reinterpret_cast<QVector3D *>(vertexData.data() + stride * vertexIdx + strideNormal);
583 const auto getTexturePtr = [&](
const int vertexIdx) {
584 return reinterpret_cast<QVector2D *>(vertexData.data() + stride * vertexIdx + strideUV);
587 uint32_t *indexPtr =
reinterpret_cast<uint32_t *>(indexData.data());
589 for (qsizetype i = 0; i < vertices.length(); i++) {
590 *getVertexPtr(i) = vertices[i];
593 for (qsizetype i = 0; i < faces.length(); i++) {
594 const auto vertexIndices =
595 std::array<uint32_t, 3> { faces[i][0].vertexIdx, faces[i][1].vertexIdx,
596 faces[i][2].vertexIdx };
597 *indexPtr = vertexIndices[0];
599 *indexPtr = vertexIndices[1];
601 *indexPtr = vertexIndices[2];
604 if (m_enableNormals) {
605 const auto normalIndices =
606 std::array<uint32_t, 3> { faces[i][0].normalIdx, faces[i][1].normalIdx,
607 faces[i][2].normalIdx };
608 *getNormalPtr(vertexIndices[0]) = vertexNormals[normalIndices[0]];
609 *getNormalPtr(vertexIndices[1]) = vertexNormals[normalIndices[1]];
610 *getNormalPtr(vertexIndices[2]) = vertexNormals[normalIndices[2]];
614 const auto textureIndices =
615 std::array<uint32_t, 3> { faces[i][0].textureIdx, faces[i][1].textureIdx,
616 faces[i][2].textureIdx };
617 *getTexturePtr(vertexIndices[0]) = vertexTextures[textureIndices[0]];
618 *getTexturePtr(vertexIndices[1]) = vertexTextures[textureIndices[1]];
619 *getTexturePtr(vertexIndices[2]) = vertexTextures[textureIndices[2]];
623 addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0,
624 QQuick3DGeometry::Attribute::ComponentType::F32Type);
625 if (m_enableNormals) {
626 addAttribute(QQuick3DGeometry::Attribute::NormalSemantic, strideNormal,
627 QQuick3DGeometry::Attribute::ComponentType::F32Type);
630 addAttribute(QQuick3DGeometry::Attribute::TexCoordSemantic, strideUV,
631 QQuick3DGeometry::Attribute::ComponentType::F32Type);
633 addAttribute(QQuick3DGeometry::Attribute::IndexSemantic, 0,
634 QQuick3DGeometry::Attribute::ComponentType::U32Type);
637 setVertexData(vertexData);
638 setIndexData(indexData);
640 setBounds(QVector3D(-radius - 0.5f * m_height, -radius, -radius),
641 QVector3D(radius + 0.5f * m_height, radius, radius));
Combined button and popup list for selecting options.