mirror of
https://github.com/PrismLauncher/PrismLauncher.git
synced 2025-06-12 05:07:46 +02:00
replace qvector with qlist
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
@ -18,10 +18,10 @@
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#include "BoxGeometry.h"
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#include <QList>
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#include <QMatrix4x4>
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#include <QVector2D>
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#include <QVector3D>
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#include <QVector>
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struct VertexData {
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QVector4D position;
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@ -32,7 +32,7 @@ struct VertexData {
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// For cube we would need only 8 vertices but we have to
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// duplicate vertex for each face because texture coordinate
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// is different.
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static const QVector<QVector4D> vertices = {
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static const QList<QVector4D> vertices = {
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// Vertex data for face 0
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QVector4D(-0.5f, -0.5f, 0.5f, 1.0f), // v0
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QVector4D(0.5f, -0.5f, 0.5f, 1.0f), // v1
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@ -76,7 +76,7 @@ static const QVector<QVector4D> vertices = {
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// index of the second strip needs to be duplicated. If
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// connecting strips have same vertex order then only last
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// index of the first strip needs to be duplicated.
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static const QVector<GLushort> indices = {
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static const QList<GLushort> indices = {
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0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3)
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4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7)
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8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11)
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@ -85,19 +85,19 @@ static const QVector<GLushort> indices = {
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20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)
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};
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static const QVector<VertexData> planeVertices = {
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static const QList<VertexData> planeVertices = {
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{ QVector4D(-1.0f, -1.0f, -0.5f, 1.0f), QVector2D(0.0f, 0.0f) }, // Bottom-left
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{ QVector4D(1.0f, -1.0f, -0.5f, 1.0f), QVector2D(1.0f, 0.0f) }, // Bottom-right
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{ QVector4D(-1.0f, 1.0f, -0.5f, 1.0f), QVector2D(0.0f, 1.0f) }, // Top-left
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{ QVector4D(1.0f, 1.0f, -0.5f, 1.0f), QVector2D(1.0f, 1.0f) }, // Top-right
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};
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static const QVector<GLushort> planeIndices = {
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static const QList<GLushort> planeIndices = {
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0, 1, 2, 3, 3 // Face 0 - triangle strip ( v0, v1, v2, v3)
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};
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QVector<QVector4D> transformVectors(const QMatrix4x4& matrix, const QVector<QVector4D>& vectors)
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QList<QVector4D> transformVectors(const QMatrix4x4& matrix, const QList<QVector4D>& vectors)
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{
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QVector<QVector4D> transformedVectors;
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QList<QVector4D> transformedVectors;
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transformedVectors.reserve(vectors.size());
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for (const QVector4D& vec : vectors) {
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@ -113,9 +113,9 @@ QVector<QVector4D> transformVectors(const QMatrix4x4& matrix, const QVector<QVec
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// Function to calculate UV coordinates
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// this is pure magic (if something is wrong with textures this is at fault)
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QVector<QVector2D> getCubeUVs(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight)
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QList<QVector2D> getCubeUVs(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight)
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{
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auto toFaceVertices = [textureHeight, textureWidth](float x1, float y1, float x2, float y2) -> QVector<QVector2D> {
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auto toFaceVertices = [textureHeight, textureWidth](float x1, float y1, float x2, float y2) -> QList<QVector2D> {
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return {
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QVector2D(x1 / textureWidth, 1.0 - y2 / textureHeight),
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QVector2D(x2 / textureWidth, 1.0 - y2 / textureHeight),
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@ -168,7 +168,7 @@ QVector<QVector2D> getCubeUVs(float u, float v, float width, float height, float
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back[2],
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};
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// Create a new array to hold the modified UV data
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QVector<QVector2D> uvData;
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QList<QVector2D> uvData;
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uvData.reserve(24);
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// Iterate over the arrays and copy the data to newUVData
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@ -237,7 +237,7 @@ void BoxGeometry::initGeometry(float u, float v, float width, float height, floa
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transformation.scale(m_size);
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auto positions = transformVectors(transformation, vertices);
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QVector<VertexData> verticesData;
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QList<VertexData> verticesData;
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verticesData.reserve(positions.size()); // Reserve space for efficiency
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for (int i = 0; i < positions.size(); ++i) {
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@ -34,9 +34,9 @@ class Scene {
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void setCapeVisible(bool visible);
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private:
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QVector<BoxGeometry*> m_staticComponents;
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QVector<BoxGeometry*> m_normalArms;
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QVector<BoxGeometry*> m_slimArms;
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QList<BoxGeometry*> m_staticComponents;
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QList<BoxGeometry*> m_normalArms;
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QList<BoxGeometry*> m_slimArms;
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BoxGeometry* m_cape = nullptr;
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QOpenGLTexture* m_skinTexture = nullptr;
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QOpenGLTexture* m_capeTexture = nullptr;
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