# Copyright (C) 2022 The Qt Company Ltd. # SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause from __future__ import annotations import numpy as np from PySide6.QtCore import Property, Signal from PySide6.QtGui import QVector3D from PySide6.QtQml import QmlElement from PySide6.QtQuick3D import QQuick3DGeometry QML_IMPORT_NAME = "ExampleTriangleGeometry" QML_IMPORT_MAJOR_VERSION = 1 @QmlElement class ExampleTriangleGeometry(QQuick3DGeometry): normalsChanged = Signal() normalXYChanged = Signal() uvChanged = Signal() uvAdjustChanged = Signal() def __init__(self, parent=None): QQuick3DGeometry.__init__(self, parent) self._hasNormals = False self._normalXY = 0.0 self._hasUV = False self._uvAdjust = 0.0 self.updateData() @Property(bool, notify=normalsChanged) def normals(self): return self._hasNormals @normals.setter def normals(self, enable): if self._hasNormals == enable: return self._hasNormals = enable self.normalsChanged.emit() self.updateData() self.update() @Property(float, notify=normalXYChanged) def normalXY(self): return self._normalXY @normalXY.setter def normalXY(self, xy): if self._normalXY == xy: return self._normalXY = xy self.normalXYChanged.emit() self.updateData() self.update() @Property(bool, notify=uvChanged) def uv(self): return self._hasUV @uv.setter def uv(self, enable): if self._hasUV == enable: return self._hasUV = enable self.uvChanged.emit() self.updateData() self.update() @Property(float, notify=uvAdjustChanged) def uvAdjust(self): return self._uvAdjust @uvAdjust.setter def uvAdjust(self, f): if self._uvAdjust == f: return self._uvAdjust = f self.uvAdjustChanged.emit() self.updateData() self.update() def updateData(self): self.clear() stride = 3 if self._hasNormals: stride += 3 if self._hasUV: stride += 2 # We use numpy arrays to handle the vertex data, # but still we need to consider the 'sizeof(float)' # from C to set the Stride, and Attributes for the # underlying Qt methods FLOAT_SIZE = 4 vertexData = np.zeros(3 * stride, dtype=np.float32) # a triangle, front face = counter-clockwise p = 0 vertexData[p] = -1.0 p += 1 vertexData[p] = -1.0 p += 1 vertexData[p] = 0.0 p += 1 if self._hasNormals: vertexData[p] = self._normalXY p += 1 vertexData[p] = self._normalXY p += 1 vertexData[p] = 1.0 p += 1 if self._hasUV: vertexData[p] = 0.0 + self._uvAdjust p += 1 vertexData[p] = 0.0 + self._uvAdjust p += 1 vertexData[p] = 1.0 p += 1 vertexData[p] = -1.0 p += 1 vertexData[p] = 0.0 p += 1 if self._hasNormals: vertexData[p] = self._normalXY p += 1 vertexData[p] = self._normalXY p += 1 vertexData[p] = 1.0 p += 1 if self._hasUV: vertexData[p] = 1.0 - self._uvAdjust p += 1 vertexData[p] = 0.0 + self._uvAdjust p += 1 vertexData[p] = 0.0 p += 1 vertexData[p] = 1.0 p += 1 vertexData[p] = 0.0 p += 1 if self._hasNormals: vertexData[p] = self._normalXY p += 1 vertexData[p] = self._normalXY p += 1 vertexData[p] = 1.0 p += 1 if self._hasUV: vertexData[p] = 1.0 - self._uvAdjust p += 1 vertexData[p] = 1.0 - self._uvAdjust p += 1 self.setVertexData(vertexData.tobytes()) self.setStride(stride * FLOAT_SIZE) self.setBounds(QVector3D(-1.0, -1.0, 0.0), QVector3D(+1.0, +1.0, 0.0)) self.setPrimitiveType(QQuick3DGeometry.PrimitiveType.Triangles) self.addAttribute( QQuick3DGeometry.Attribute.PositionSemantic, 0, QQuick3DGeometry.Attribute.F32Type ) if self._hasNormals: self.addAttribute( QQuick3DGeometry.Attribute.NormalSemantic, 3 * FLOAT_SIZE, QQuick3DGeometry.Attribute.F32Type, ) if self._hasUV: self.addAttribute( QQuick3DGeometry.Attribute.TexCoordSemantic, 6 * FLOAT_SIZE if self._hasNormals else 3 * FLOAT_SIZE, QQuick3DGeometry.Attribute.F32Type, )