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-rw-r--r--examples/qt3d/assimp-cpp/main.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/examples/qt3d/assimp-cpp/main.cpp b/examples/qt3d/assimp-cpp/main.cpp
index a9da29f62..b23b22958 100644
--- a/examples/qt3d/assimp-cpp/main.cpp
+++ b/examples/qt3d/assimp-cpp/main.cpp
@@ -55,7 +55,7 @@ public:
void onStatusChanged();
private:
- void walkEntity(Qt3D::QEntity *e, int depth = 0);
+ void walkEntity(Qt3DCore::QEntity *e, int depth = 0);
Qt3DRender::QSceneLoader *m_loader;
};
@@ -68,29 +68,29 @@ void SceneWalker::onStatusChanged()
// The QSceneLoader instance is a component of an entity. The loaded scene
// tree is added under this entity.
- QVector<Qt3D::QEntity *> entities = m_loader->entities();
+ QVector<Qt3DCore::QEntity *> entities = m_loader->entities();
// Technically there could be multiple entities referencing the scene loader
// but sharing is discouraged, and in our case there will be one anyhow.
if (entities.isEmpty())
return;
- Qt3D::QEntity *root = entities[0];
+ Qt3DCore::QEntity *root = entities[0];
// Print the tree.
walkEntity(root);
// To access a given node (like a named mesh in the scene), use QObject::findChild().
// The scene structure and names always depend on the asset.
- Qt3D::QEntity *e = root->findChild<Qt3D::QEntity *>(QStringLiteral("PlanePropeller_mesh")); // toyplane.obj
+ Qt3DCore::QEntity *e = root->findChild<Qt3DCore::QEntity *>(QStringLiteral("PlanePropeller_mesh")); // toyplane.obj
if (e)
qDebug() << "Found propeller node" << e << "with components" << e->components();
}
-void SceneWalker::walkEntity(Qt3D::QEntity *e, int depth)
+void SceneWalker::walkEntity(Qt3DCore::QEntity *e, int depth)
{
- Qt3D::QNodeList nodes = e->childrenNodes();
+ Qt3DCore::QNodeList nodes = e->childrenNodes();
for (int i = 0; i < nodes.count(); ++i) {
- Qt3D::QNode *node = nodes[i];
- Qt3D::QEntity *entity = qobject_cast<Qt3D::QEntity *>(node);
+ Qt3DCore::QNode *node = nodes[i];
+ Qt3DCore::QEntity *entity = qobject_cast<Qt3DCore::QEntity *>(node);
if (entity) {
QString indent;
indent.fill(' ', depth * 2);
@@ -106,7 +106,7 @@ int main(int ac, char **av)
Window view;
- Qt3D::QAspectEngine engine;
+ Qt3DCore::QAspectEngine engine;
Qt3DInput::QInputAspect *inputAspect = new Qt3DInput::QInputAspect();
engine.registerAspect(new Qt3DRender::QRenderAspect());
engine.registerAspect(inputAspect);
@@ -117,11 +117,11 @@ int main(int ac, char **av)
engine.setData(data);
// Root entity
- Qt3D::QEntity *sceneRoot = new Qt3D::QEntity();
+ Qt3DCore::QEntity *sceneRoot = new Qt3DCore::QEntity();
// Scene Camera
- Qt3D::QCamera *basicCamera = new Qt3D::QCamera(sceneRoot);
- basicCamera->setProjectionType(Qt3D::QCameraLens::PerspectiveProjection);
+ Qt3DCore::QCamera *basicCamera = new Qt3DCore::QCamera(sceneRoot);
+ basicCamera->setProjectionType(Qt3DCore::QCameraLens::PerspectiveProjection);
basicCamera->setAspectRatio(view.width() / view.height());
basicCamera->setUpVector(QVector3D(0.0f, 1.0f, 0.0f));
basicCamera->setViewCenter(QVector3D(0.0f, 3.5f, 0.0f));
@@ -140,7 +140,7 @@ int main(int ac, char **av)
sceneRoot->addComponent(frameGraphComponent);
// Scene loader
- Qt3D::QEntity *sceneLoaderEntity = new Qt3D::QEntity(sceneRoot);
+ Qt3DCore::QEntity *sceneLoaderEntity = new Qt3DCore::QEntity(sceneRoot);
Qt3DRender::QSceneLoader *sceneLoader = new Qt3DRender::QSceneLoader(sceneLoaderEntity);
SceneWalker sceneWalker(sceneLoader);
QObject::connect(sceneLoader, &Qt3DRender::QSceneLoader::statusChanged, &sceneWalker, &SceneWalker::onStatusChanged);