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#ifndef QGLCYLINDER_H
#define QGLCYLINDER_H
#include <Qt3D/qt3dglobal.h>
#include <Qt3D/qglmaterialcollection.h>
QT_BEGIN_NAMESPACE
class QGLBuilder;
class QVector2D;
class Q_QT3D_EXPORT QGLCylinder
{
public:
explicit QGLCylinder(float diameterTop_ = 1.0f, float diameterBase = 1.0f, float height_ = 1.0f, int slices_ = 6, int layers_ = 3, bool top = true, bool base = true)
: m_diameterTop(diameterTop_), m_diameterBottom(diameterBase), m_height(height_), m_slices(slices_), m_layers(layers_), m_top(top), m_base(base) {}
//Cylinder dimensions
float diameterTop() const {return m_diameterTop;}
void setDiameterTop(float diameter) {m_diameterTop=diameter;}
float diameterBottom() const {return m_diameterBottom;}
void setDiameterBottom(float diameter) {m_diameterBottom=diameter;}
float height() const {return m_height;}
void setHeight(float height_) {m_height = height_;}
//Cylinder geometrical subdivisions
int slices() const {return m_slices;}
void setSlices(int slices_) {m_slices = slices_;}
int layers() const {return m_layers;}
void setLayers(int layers_) {m_layers = layers_;}
//End-caps attached?
bool topEnabled() const {return m_top;}
void setTopEnabled(bool top) {m_top = top;}
bool baseEnabled() const {return m_base;}
void setBaseEnabled(bool base) {m_base = base;}
protected:
float m_diameterTop;
float m_diameterBottom;
float m_height;
int m_slices;
int m_layers;
bool m_top;
bool m_base;
};
Q_QT3D_EXPORT QGLBuilder& operator<<(QGLBuilder& builder, const QGLCylinder& cylinder);
QT_END_NAMESPACE
#endif // QGLCYLINDER_H
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