void CGeometryTool::quad(CMeshBuffer& meshBuffer, real x1, real y1, real x2, real y2, real x3, real y3, real x4, real y4) { CBuffer<QVector3D>& vertices = meshBuffer.positionsBuffer(); CBuffer<QVector3D>& normals = meshBuffer.normalsBuffer(); vertices << QVector3D(x1, y1, -0.05f); vertices << QVector3D(x2, y2, -0.05f); vertices << QVector3D(x4, y4, -0.05f); vertices << QVector3D(x3, y3, -0.05f); vertices << QVector3D(x4, y4, -0.05f); vertices << QVector3D(x2, y2, -0.05f); QVector3D n = QVector3D::normal (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(x4 - x1, y4 - y1, 0.0f)); normals << n; normals << n; normals << n; normals << n; normals << n; normals << n; vertices << QVector3D(x4, y4, 0.05f); vertices << QVector3D(x2, y2, 0.05f); vertices << QVector3D(x1, y1, 0.05f); vertices << QVector3D(x2, y2, 0.05f); vertices << QVector3D(x4, y4, 0.05f); vertices << QVector3D(x3, y3, 0.05f); n = QVector3D::normal (QVector3D(x2 - x4, y2 - y4, 0.0f), QVector3D(x1 - x4, y1 - y4, 0.0f)); normals << n; normals << n; normals << n; normals << n; normals << n; normals << n; }
void CGeometryTool::extrude(CMeshBuffer& meshBuffer, real x1, real y1, real x2, real y2) { CBuffer<QVector3D>& vertices = meshBuffer.positionsBuffer(); CBuffer<QVector3D>& normals = meshBuffer.normalsBuffer(); vertices << QVector3D(x1, y1, +0.05f); vertices << QVector3D(x2, y2, +0.05f); vertices << QVector3D(x1, y1, -0.05f); vertices << QVector3D(x2, y2, -0.05f); vertices << QVector3D(x1, y1, -0.05f); vertices << QVector3D(x2, y2, +0.05f); QVector3D n = QVector3D::normal (QVector3D(x2 - x1, y2 - y1, 0.0f), QVector3D(0.0f, 0.0f, -0.1f)); normals << n; normals << n; normals << n; normals << n; normals << n; normals << n; }