Add Model::setLightPosition.

+ Convert some std::strings to QStrings.
This commit is contained in:
Shaun Reed 2025-03-23 09:29:06 -04:00
parent 5984763d43
commit 6528e872e5
9 changed files with 32 additions and 22 deletions

View File

@ -485,13 +485,7 @@ void QtkScene::update()
// Helper lambda to set the light position used by GLSL shaders on the model.
// TODO: This could be a helper function on the Model class.
auto setLightPosition = [](const std::string & lightName, Model * model) {
if (auto light = MeshRenderer::getInstance(lightName.c_str()); light) {
QVector3D position = light->getTransform().getTranslation();
model->setUniform("uLight.position", position);
} else {
qDebug() << "[QtkScene] Failed to set light position: "
<< lightName.c_str();
}
};
QMatrix4x4 posMatrix;

View File

@ -56,8 +56,7 @@ void ToolBox::createPageProperties(const Object * object)
ui->toolBox->setCurrentWidget(widget);
auto * layout = new QFormLayout;
layout->addRow(new QLabel(tr("Name:")),
new QLabel(object->getName().c_str()));
layout->addRow(new QLabel(tr("Name:")), new QLabel(object->getName()));
layout->addRow(new QLabel(tr("Type:")),
new QLabel(type == Object::Type::QTK_MESH ? "Mesh" : "Model"));

View File

@ -43,7 +43,7 @@ void Qtk::TreeView::updateView(const Qtk::Scene * scene)
mSceneName = scene->getSceneName();
auto objects = scene->getObjects();
for (const auto & object : objects) {
QStringList list(QStringList(QString(object->getName().c_str())));
QStringList list(QStringList(QString(object->getName())));
ui->treeWidget->insertTopLevelItem(0, new QTreeWidgetItem(list));
}
}

View File

@ -45,7 +45,7 @@ MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape) :
MeshRenderer::~MeshRenderer()
{
sInstances.remove(mName.c_str());
sInstances.remove(mName);
}
/*******************************************************************************

View File

@ -56,6 +56,17 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY)
}
}
void Model::setLightPosition(const QString & lightName, const char * uniform)
{
if (auto light = MeshRenderer::getInstance(lightName); light) {
QVector3D position = light->getTransform().getTranslation();
setUniform(uniform, position);
} else {
qDebug() << "[QtkScene] Failed to set " << mName
<< "light position: " << lightName;
}
}
// Static function to access ModelManager for getting Models by name
Model * Qtk::Model::getInstance(const char * name)
{
@ -102,7 +113,7 @@ void Model::loadModel(const std::string & path)
sortModelMeshes();
// Object finished loading, insert it into ModelManager
mManager.insert(getName().c_str(), this);
mManager.insert(getName(), this);
}
void Model::processNode(aiNode * node, const aiScene * scene)

View File

@ -63,7 +63,7 @@ namespace Qtk
loadModel(mModelPath);
}
inline ~Model() override { mManager.remove(getName().c_str()); }
inline ~Model() override { mManager.remove(getName()); }
/*************************************************************************
* Public Methods
@ -113,6 +113,14 @@ namespace Qtk
}
}
/**
* Sets the position of a light used in GLSL unfiroms.
*
* @param lightName Object name of the light
*/
void setLightPosition(const QString & lightName,
const char * uniform = "uLight.position");
/*************************************************************************
* Accessors
************************************************************************/

View File

@ -100,7 +100,7 @@ namespace Qtk
return mShape.mVertices;
}
[[nodiscard]] inline std::string getName() const { return mName; }
[[nodiscard]] inline QString getName() const { return mName; }
[[nodiscard]] inline const Type & getType() const { return mType; }
@ -143,7 +143,7 @@ namespace Qtk
* Setters
************************************************************************/
virtual inline void setName(const std::string & name) { mName = name; }
virtual inline void setName(const QString & name) { mName = name; }
virtual inline void setColors(const Colors & value)
{
@ -255,7 +255,7 @@ namespace Qtk
Transform3D mTransform;
Shape mShape;
Texture mTexture;
std::string mName;
QString mName;
bool mBound;
Type mType = QTK_OBJECT;
};

View File

@ -103,7 +103,7 @@ std::vector<Object *> Scene::getObjects() const
Object * Scene::getObject(const QString & name) const
{
for (const auto & object : getObjects()) {
if (object->getName() == name.toStdString()) {
if (object->getName() == name) {
return object;
}
}
@ -121,6 +121,6 @@ void Scene::initSceneObjectName(Object * object)
// If the object name exists make it unique.
auto count = ++mObjectCount[object->getName()];
if (count > 1) {
object->setName(object->getName() + " (" + std::to_string(count) + ")");
object->setName(object->getName() + " (" + QString::number(count) + ")");
}
}

View File

@ -120,9 +120,7 @@ namespace Qtk
*/
[[nodiscard]] uint64_t getObjectCount(const QString & name)
{
return mObjectCount.count(name.toStdString())
? mObjectCount[name.toStdString()]
: 0;
return mObjectCount.count(name) ? mObjectCount[name] : 0;
}
/**
@ -248,7 +246,7 @@ namespace Qtk
/* MeshRenderers used simple geometry. */
std::vector<MeshRenderer *> mMeshes {};
/* Track count of objects with same initial name. */
std::unordered_map<std::string, uint64_t> mObjectCount;
std::unordered_map<QString, uint64_t> mObjectCount;
};
} // namespace Qtk