Patch::Patch( Geometry *g ) : start( g->faces.count() ), count( 0 ), initv( g->vertices.count() ), sm( Patch::Smooth ), geom( g ) { qSetColor( faceColor, QColor( Qt::darkGray ) ); }
void TileBuilder::initialize(Tile *tile) const { tile->start = start; tile->count = count; tile->geom = geom; qSetColor(tile->faceColor, color); }
Tile::Tile(const QVector3D &loc) : location(loc) , start(0) , count(0) , useFlatColor(false) , geom(0) { qSetColor(faceColor, QColor(Qt::darkGray)); }
QMesh::QMesh(Geometry *g, aiMesh *mesh, aiNode *node) : start(g->faces.count()) , count(0) , initv(g->vertices.count()) , sm(QMesh::Faceted) , geom(g) { qSetColor(QColor(231,158,109)); this->node = node; for(unsigned int i = 0 ; i < mesh->mNumFaces;i++) { const aiFace& face = mesh->mFaces[i]; QVector3D& vertex0 = QVector3D(mesh->mVertices[face.mIndices[0]].x, mesh->mVertices[face.mIndices[0]].y, mesh->mVertices[face.mIndices[0]].z); QVector3D& vertex1 = QVector3D(mesh->mVertices[face.mIndices[1]].x, mesh->mVertices[face.mIndices[1]].y, mesh->mVertices[face.mIndices[1]].z); QVector3D& vertex2 = QVector3D(mesh->mVertices[face.mIndices[2]].x, mesh->mVertices[face.mIndices[2]].y, mesh->mVertices[face.mIndices[2]].z); QVector3D& normal0 = QVector3D(mesh->mNormals[face.mIndices[0]].x, mesh->mNormals[face.mIndices[0]].y, mesh->mNormals[face.mIndices[0]].z); QVector3D& normal1 = QVector3D(mesh->mNormals[face.mIndices[1]].x, mesh->mNormals[face.mIndices[1]].y, mesh->mNormals[face.mIndices[1]].z); QVector3D& normal2 = QVector3D(mesh->mNormals[face.mIndices[2]].x, mesh->mNormals[face.mIndices[2]].y, mesh->mNormals[face.mIndices[2]].z); this->addTri(vertex0, vertex1, vertex2, normal0, normal1, normal2); } }
void QtLogo::setColor(QColor c) { for (int i = 0; i < parts.count(); ++i) qSetColor(parts[i]->faceColor, c); }
void phonemodel::setColor(QColor c) { for (int i = 0; i < parts.count(); ++i) qSetColor(parts[i]->faceColor, c); }