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cubemesh.cpp
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cubemesh.cpp
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#include "cubemesh.h"
#include <QGLBuilder>
#include <QGLAbstractScene>
class CubeMeshPrivate
{
public:
CubeMeshPrivate();
~CubeMeshPrivate();
QMap<int, QGLSceneNode *> lodGeometry;
QGLSceneNode *topNode;
QGLSceneNode *currentCube;
Qt::Axis axis;
bool sceneSet;
};
CubeMeshPrivate::CubeMeshPrivate()
: topNode(new QGLSceneNode)
, currentCube(0)
, axis(Qt::ZAxis)
, sceneSet(false)
{
topNode->setObjectName(QLatin1String("CubeMesh"));
}
CubeMeshPrivate::~CubeMeshPrivate()
{
topNode->removeNode(currentCube);
delete topNode;
QList<QGLSceneNode*> lods = lodGeometry.values();
qDeleteAll(lods);
}
class CubeScene : public QGLAbstractScene
{
public:
explicit CubeScene(QGLSceneNode *s) : m_s(s) {}
~CubeScene() {}
QList<QObject *> objects() const
{
QList<QObject *> s;
s.append(m_s);
return s;
}
QGLSceneNode *mainNode() const
{
return m_s;
}
private:
QGLSceneNode *m_s;
};
CubeMesh::CubeMesh(QQuickItem *parent) :
QQuickMesh(parent)
, d(new CubeMeshPrivate)
{
createGeometry();
}
CubeMesh::~CubeMesh() {
delete d;
}
void CubeMesh::createGeometry() {
QGLSceneNode* geometry;
QGLBuilder builder;
builder.newSection(QGL::NoSmoothing);
QGeometryData quad;
// QVector3DArray vertices = {
// 0.0, 0.0, 0.0,
// 0.0, 0.0, 1.0
// };
// quad.appendVertexArray();
geometry = builder.finalizedSceneNode();
geometry->setParent(this);
if (!d->sceneSet)
{
setScene(new CubeScene(d->topNode));
d->sceneSet = true;
}
}