Qt Quick 3D - Custom Morphing Animation

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 #include "morphgeometry.h"

 #include <qmath.h>
 struct Vertex {
     QVector3D position;
     QVector3D normal;

     QVector3D targetPosition;
     QVector3D targetNormal;
 };
 Q_STATIC_ASSERT((sizeof(Vertex)/16)*16 == sizeof(Vertex)); // must be  4-float aligned

 MorphGeometry::MorphGeometry(QQuick3DObject *parent)
     : QQuick3DGeometry(parent)
 {
     updateData();
 }

 void MorphGeometry::setGridSize(int gridSize)
 {
     if (m_gridSize == gridSize)
         return;

     m_gridSize = gridSize;
     emit gridSizeChanged();
     updateData();
     update();
 }

 void MorphGeometry::updateData()
 {
     clear();
     calculateGeometry();

     addAttribute(QQuick3DGeometry::Attribute::PositionSemantic, 0,
                  QQuick3DGeometry::Attribute::ComponentType::F32Type);
     addAttribute(QQuick3DGeometry::Attribute::NormalSemantic, 3 * sizeof(float),
                  QQuick3DGeometry::Attribute::ComponentType::F32Type);

     addAttribute(QQuick3DGeometry::Attribute::TargetPositionSemantic, 6 * sizeof(float),
                  QQuick3DGeometry::Attribute::ComponentType::F32Type);
     addAttribute(QQuick3DGeometry::Attribute::TargetNormalSemantic, 9 * sizeof(float),
                  QQuick3DGeometry::Attribute::ComponentType::F32Type);

     addAttribute(QQuick3DGeometry::Attribute::IndexSemantic, 0,
                  QQuick3DGeometry::Attribute::ComponentType::U32Type);

     const int numVertexes = m_positions.size();
     m_vertexBuffer.resize(numVertexes * sizeof(Vertex));
     Vertex *vert = reinterpret_cast<Vertex *>(m_vertexBuffer.data());

     for (int i = 0; i < numVertexes; ++i) {
         Vertex &v = vert[i];
         v.position = m_positions[i];
         v.normal = m_normals[i];
         v.targetPosition = m_targetPositions[i];
         v.targetNormal = m_targetNormals[i];
     }

     setStride(sizeof(Vertex));
     setVertexData(m_vertexBuffer);
     setPrimitiveType(QQuick3DGeometry::PrimitiveType::Triangles);
     setBounds(boundsMin, boundsMax);

     m_indexBuffer = QByteArray(reinterpret_cast<char *>(m_indexes.data()), m_indexes.size() * sizeof(quint32));
     setIndexData(m_indexBuffer);
 }

 void MorphGeometry::calculateGeometry()
 {
     float dw = 10.0; // width/2
     float dh = 10.0;
     int iw = m_gridSize;
     int ih = m_gridSize;
     float wf = dw * 2 / iw; //factor grid coord => position
     float hf = dh * 2 / ih;

     m_positions.clear();
     m_indexes.clear();
     m_targetPositions.clear();
     m_targetNormals.clear();

     constexpr float maxFloat = std::numeric_limits<float>::max();
     boundsMin = QVector3D(maxFloat, maxFloat, maxFloat);
     boundsMax = QVector3D(-maxFloat, -maxFloat, -maxFloat);

     // We construct a rectangular grid of iw times ih vertices;
     // ix and iy are indices into the grid. x, y, and z are the spatial
     // coordinates we calculate for each vertex. tx, ty, and tz are the
     // coordinates for the morph target.

     for (int iy = 0; iy < ih; ++iy) {
         for (int ix = 0; ix < iw; ++ix) {
             float x = ix * wf - dw;
             float z = iy * hf - dh;

             // The base shape is a cosine wave, and the corresponding normal
             // vectors are calculated from the partial derivatives.
             float y = 2 * qCos(x) + 3.0;
             QVector3D normal{2 * qSin(x), 2, 0};

             float tx = x * 1.2;
             float tz = z * 1.2;

             constexpr float R = 16;
             QVector3D targetPosition;
             QVector3D targetNormal;

             // The morph target shape is a hemisphere. Therefore we don't have
             // to do complex math to calculate the normal vector, since all vectors
             // from the center are normal to the surface of a sphere.
             if (tx*tx + tz*tz < R*R) {
                 float ty = 0.4f * qSqrt(R*R - tx*tx - tz*tz);
                 targetPosition = {tx, ty, tz};
                 targetNormal = targetPosition;
             } else {
                 targetPosition = {tx, -3, tz};
                 targetNormal = {0, 1, 0};
             }

             // Finally, we make the outside edges of the shapes vertical, so they look nicer.
             if (ix == 0 || iy == 0 || ix == iw-1 || iy == ih-1) {
                 int iix = qMin(iw-2, qMax(1, ix));
                 int iiy = qMin(ih-2, qMax(1, iy));
                 x = iix * wf - dw;
                 z = iiy * hf - dh;
                 y = -3.0;
                 targetPosition.setY(-3);
             }

             if (iy >= ih-2)
                 normal = {0, 0, 1};
             else if (iy <= 1)
                 normal = {0, 0, -1};

             m_positions.append({x, y, z});
             m_normals.append(normal.normalized());

             m_targetPositions.append(targetPosition);
             m_targetNormals.append(targetNormal.normalized());

             // Note: We only use the bounds of the target positions since they are strictly
             // bigger than the original
             boundsMin.setX(std::min(boundsMin.x(), targetPosition.x()));
             boundsMin.setY(std::min(boundsMin.y(), targetPosition.y()));
             boundsMin.setZ(std::min(boundsMin.z(), targetPosition.z()));

             boundsMax.setX(std::max(boundsMax.x(), targetPosition.x()));
             boundsMax.setY(std::max(boundsMax.y(), targetPosition.y()));
             boundsMax.setZ(std::max(boundsMax.z(), targetPosition.z()));
         }
     }

     for (int ix = 0; ix < iw - 1; ++ix) {
         for (int iy = 0; iy < ih - 1; ++iy) {
             int idx = ix + iy * ih;
             m_indexes << idx << idx + iw << idx + iw + 1
                       << idx << idx + iw + 1 << idx + 1;
         }
     }
 }