/usr/include/qt5/Qt3D/qlogicalvertex.h is in qt3d5-dev 5.0~git20130731-0ubuntu5.
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**
** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
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**
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#ifndef QLOGICALVERTEX_H
#define QLOGICALVERTEX_H
#include <Qt3D/qgeometrydata.h>
#include <Qt3D/qcustomdataarray.h>
QT_BEGIN_NAMESPACE
// uncomment this to perform heavy checking of QLogicalVertex
// #define QT3D_DEBUG_QLOGICALVERTEX 1
class QLogicalVertex
{
public:
inline QLogicalVertex();
inline QLogicalVertex(QGeometryData data, int index);
inline QLogicalVertex(const QVector3D &a);
inline QLogicalVertex(const QVector3D &a, const QVector3D &n);
inline QLogicalVertex(const QVector3D &a, const QVector3D &n, const QVector2D &t);
inline QLogicalVertex(const QVector3D &a, QColor4ub color);
~QLogicalVertex() {}
inline const QVector3D &vertex() const;
inline void setVertex(const QVector3D &v);
inline QVector3D &vertex();
operator QVector3D () { return vertex(); }
inline QVariant attribute(QGL::VertexAttribute field = QGL::CustomVertex0) const;
inline void setAttribute(float value, QGL::VertexAttribute attr);
inline void setAttribute(const QVector2D &v, QGL::VertexAttribute field = QGL::CustomVertex0);
inline void setAttribute(const QVector3D &v, QGL::VertexAttribute field = QGL::CustomVertex0);
inline float &floatAttribute(QGL::VertexAttribute field = QGL::CustomVertex0);
inline QVector2D &vector2DAttribute(QGL::VertexAttribute field = QGL::CustomVertex0);
inline QVector3D &vector3DAttribute(QGL::VertexAttribute field = QGL::CustomVertex0);
inline float floatAttribute(QGL::VertexAttribute field = QGL::CustomVertex0) const;
inline QVector2D vector2DAttribute(QGL::VertexAttribute field = QGL::CustomVertex0) const;
inline QVector3D vector3DAttribute(QGL::VertexAttribute field = QGL::CustomVertex0) const;
inline QCustomDataArray::ElementType attributeType(QGL::VertexAttribute field = QGL::CustomVertex0);
inline const QVector3D &normal() const;
inline void setNormal(const QVector3D &n);
inline QVector3D &normal();
inline const QColor4ub &color() const;
inline void setColor(const QColor4ub &c);
inline QColor4ub &colorRef();
inline const QVector2D &texCoord(QGL::VertexAttribute attr = QGL::TextureCoord0) const;
inline void setTexCoord(const QVector2D &t, QGL::VertexAttribute attr = QGL::TextureCoord0);
inline QVector2D &texCoordRef(QGL::VertexAttribute attr = QGL::TextureCoord0);
inline bool hasField(QGL::VertexAttribute type) const;
inline quint32 fields() const;
inline int index() const;
inline QGeometryData data() const;
inline bool isNull() const;
bool operator==(const QLogicalVertex &rhs) const;
private:
QGeometryData m_data;
int m_index;
};
inline QLogicalVertex::QLogicalVertex()
: m_index(-1)
{
}
inline QLogicalVertex::QLogicalVertex(QGeometryData data_, int index_)
: m_data(data_)
, m_index(index_)
{
Q_ASSERT(index_ < data_.count());
#ifdef QT3D_DEBUG_QLOGICALVERTEX
data.check();
#endif
}
inline QLogicalVertex::QLogicalVertex(const QVector3D &a)
: m_index(0)
{
m_data.appendVertex(a);
}
inline QLogicalVertex::QLogicalVertex(const QVector3D &a, const QVector3D &n)
: m_index(0)
{
m_data.appendVertex(a);
m_data.appendNormal(n);
}
inline QLogicalVertex::QLogicalVertex(const QVector3D &a, const QVector3D &n, const QVector2D &t)
: m_index(0)
{
m_data.appendVertex(a);
m_data.appendNormal(n);
m_data.appendTexCoord(t);
}
inline QLogicalVertex::QLogicalVertex(const QVector3D &a, QColor4ub color_)
: m_index(0)
{
m_data.appendVertex(a);
m_data.appendColor(color_);
}
inline const QVector3D &QLogicalVertex::vertex() const
{
return m_data.vertexAt(m_index);
}
inline void QLogicalVertex::setVertex(const QVector3D &v)
{
if (m_index == -1)
m_index = 0;
if (m_index == m_data.count(QGL::Position))
m_data.appendVertex(v);
else
m_data.vertex(m_index) = v;
}
inline QVector3D &QLogicalVertex::vertex()
{
return m_data.vertex(m_index);
}
inline QVariant QLogicalVertex::attribute(QGL::VertexAttribute attr) const
{
return m_data.attributes(attr).at(m_index);
}
inline void QLogicalVertex::setAttribute(float v, QGL::VertexAttribute attr)
{
if (m_index == -1)
m_index = 0;
if (m_index == m_data.count(attr))
m_data.appendAttribute(v, attr);
else
m_data.floatAttribute(m_index, attr) = v;
}
inline void QLogicalVertex::setAttribute(const QVector2D &v, QGL::VertexAttribute attr)
{
if (m_index == -1)
m_index = 0;
if (m_index == m_data.count(attr))
m_data.appendAttribute(v, attr);
else
m_data.vector2DAttribute(m_index, attr) = v;
}
inline void QLogicalVertex::setAttribute(const QVector3D &v, QGL::VertexAttribute attr)
{
if (m_index == -1)
m_index = 0;
if (m_index == m_data.count(attr))
m_data.appendAttribute(v, attr);
else
m_data.vector3DAttribute(m_index, attr) = v;
}
inline float &QLogicalVertex::floatAttribute(QGL::VertexAttribute field)
{
return m_data.floatAttribute(m_index, field);
}
inline QVector2D &QLogicalVertex::vector2DAttribute(QGL::VertexAttribute field)
{
return m_data.vector2DAttribute(m_index, field);
}
inline QVector3D &QLogicalVertex::vector3DAttribute(QGL::VertexAttribute field)
{
return m_data.vector3DAttribute(m_index, field);
}
inline float QLogicalVertex::floatAttribute(QGL::VertexAttribute field) const
{
return m_data.floatAttributeAt(m_index, field);
}
inline QVector2D QLogicalVertex::vector2DAttribute(QGL::VertexAttribute field) const
{
return m_data.vector2DAttributeAt(m_index, field);
}
inline QVector3D QLogicalVertex::vector3DAttribute(QGL::VertexAttribute field) const
{
return m_data.vector3DAttributeAt(m_index, field);
}
inline QCustomDataArray::ElementType QLogicalVertex::attributeType(QGL::VertexAttribute field)
{
return m_data.attributes(field).elementType();
}
inline const QVector3D &QLogicalVertex::normal() const
{
return m_data.normalAt(m_index);
}
inline void QLogicalVertex::setNormal(const QVector3D &n)
{
if (m_index == -1)
m_index = 0;
if (m_index == m_data.count(QGL::Normal))
m_data.appendNormal(n);
else
m_data.normal(m_index) = n;
}
inline QVector3D &QLogicalVertex::normal()
{
return m_data.normal(m_index);
}
inline const QVector2D &QLogicalVertex::texCoord(QGL::VertexAttribute attr) const
{
return m_data.texCoordAt(m_index, attr);
}
inline void QLogicalVertex::setTexCoord(const QVector2D &t, QGL::VertexAttribute attr)
{
Q_ASSERT(attr >= QGL::TextureCoord0 && attr <= QGL::TextureCoord2);
if (m_index == -1)
m_index = 0;
if (m_index == m_data.count(attr))
m_data.appendTexCoord(t, attr);
else
m_data.texCoord(m_index, attr) = t;
}
inline QVector2D &QLogicalVertex::texCoordRef(QGL::VertexAttribute attr)
{
return m_data.texCoord(m_index, attr);
}
inline const QColor4ub &QLogicalVertex::color() const
{
return m_data.colorAt(m_index);
}
inline void QLogicalVertex::setColor(const QColor4ub &c)
{
if (m_index == -1)
m_index = 0;
if (m_index == m_data.count(QGL::Color))
m_data.appendColor(c);
else
m_data.color(m_index) = c;
}
inline QColor4ub &QLogicalVertex::colorRef()
{
return m_data.color(m_index);
}
inline bool QLogicalVertex::hasField(QGL::VertexAttribute attr) const
{
return m_data.hasField(attr);
}
inline quint32 QLogicalVertex::fields() const
{
return m_data.fields();
}
inline int QLogicalVertex::index() const
{
return m_index;
}
inline bool QLogicalVertex::isNull() const
{
return (m_index == -1);
}
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const QLogicalVertex §ion);
#endif
QT_END_NAMESPACE
#endif // QLOGICALVERTEX_H
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