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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QGuiApplication>
+#include <QPropertyAnimation>
+#include <QUrl>
+#include <QTimer>
+#include <Qt3DCore/Window>
+#include <Qt3DCore/QEntity>
+#include <Qt3DCore/QCamera>
+#include <Qt3DCore/QTransform>
+#include <Qt3DCore/QTranslateTransform>
+#include <Qt3DCore/QRotateTransform>
+#include <Qt3DCore/QScaleTransform>
+#include <Qt3DCore/qaspectengine.h>
+#include <Qt3DInput/QInputAspect>
+#include <Qt3DRenderer/QParameter>
+#include <Qt3DRenderer/QFrameGraph>
+#include <Qt3DRenderer/QCylinderMesh>
+#include <Qt3DRenderer/QRenderAspect>
+#include <Qt3DRenderer/QCameraSelector>
+#include <Qt3DRenderer/QPhongMaterial>
+#include <Qt3DRenderer/QForwardRenderer>
+#include <qmath.h>
+
+using namespace Qt3D;
+
+int main(int ac, char **av)
+{
+ QGuiApplication app(ac, av);
+
+ Window view;
+ Qt3D::QAspectEngine engine;
+ engine.registerAspect(new Qt3D::QRenderAspect());
+ Qt3D::QInputAspect *input = new Qt3D::QInputAspect;
+ engine.registerAspect(input);
+ engine.initialize();
+ QVariantMap data;
+ data.insert(QStringLiteral("surface"), QVariant::fromValue(static_cast<QSurface *>(&view)));
+ data.insert(QStringLiteral("eventSource"), QVariant::fromValue(&view));
+ engine.setData(data);
+ QEntity *root = new QEntity();
+
+ // Camera
+ QCamera *cameraEntity = new QCamera(root);
+ cameraEntity->setObjectName(QStringLiteral("cameraEntity"));
+ cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
+ cameraEntity->setPosition(QVector3D(0, -250.0f, -50.0f));
+ cameraEntity->setUpVector(QVector3D(0, 1, 0));
+ cameraEntity->setViewCenter(QVector3D(0, 0, 0));
+ input->setCamera(cameraEntity);
+
+ // FrameGraph
+ QFrameGraph *frameGraph = new QFrameGraph();
+ QForwardRenderer *forwardRenderer = new QForwardRenderer();
+ forwardRenderer->setCamera(cameraEntity);
+ forwardRenderer->setClearColor(Qt::black);
+ frameGraph->setActiveFrameGraph(forwardRenderer);
+ root->addComponent(frameGraph);
+
+
+ const float radius = 100.0f;
+ const int max = 1000;
+ const float det = 1.0f / max;
+ // Scene
+ for (int i = 0; i < max; i++) {
+ QEntity *e = new QEntity();
+ Qt3D::QTransform *transform = new Qt3D::QTransform();
+ QTranslateTransform *translation = new QTranslateTransform();
+ QRotateTransform *rotateX = new QRotateTransform();
+ QRotateTransform *rotateZ = new QRotateTransform();
+ QCylinderMesh *mesh = new QCylinderMesh();
+ QPhongMaterial *material = new QPhongMaterial();
+ mesh->setRings(50.0f);
+ mesh->setSlices(30.0f);
+ mesh->setRadius(2.5f);
+ mesh->setLength(5.0f);
+
+ const float angle = M_PI * 2.0f * i * det * 10.;
+
+ material->setDiffuse(QColor(qFabs(qCos(angle)) * 255, 204, 75));
+ material->setAmbient(Qt::gray);
+ material->setSpecular(Qt::white);
+ material->setShininess(150.0f);
+
+ translation->setTranslation(QVector3D(radius * qCos(angle), 200.* i * det, radius * qSin(angle)));
+ rotateX->setAxis(QVector3D(1.0f, 0.0f, 0.0f));
+ rotateZ->setAxis(QVector3D(0.0f, 0.0f, 1.0f));
+ rotateX->setAngleDeg(30.0f * i);
+ rotateZ->setAngleDeg(45.0f * i);
+
+ QPropertyAnimation *animX = new QPropertyAnimation(rotateX, QByteArrayLiteral("angle"));
+ animX->setDuration(2400 * i);
+ animX->setStartValue(QVariant::fromValue(i * 30.0f));
+ animX->setEndValue(QVariant::fromValue((i + 1) * 390.0f));
+ animX->setLoopCount(-1);
+ animX->start();
+
+ QPropertyAnimation *animZ = new QPropertyAnimation(rotateZ, QByteArrayLiteral("angle"));
+ animZ->setDuration(2400 * i);
+ animZ->setStartValue(QVariant::fromValue(i * 20.0f));
+ animZ->setEndValue(QVariant::fromValue((i + 1) * 380.0f));
+ animZ->setLoopCount(-1);
+ animZ->start();
+
+ transform->addTransform(rotateX);
+ transform->addTransform(rotateZ);
+ transform->addTransform(translation);
+ e->addComponent(transform);
+ e->addComponent(mesh);
+ e->addComponent(material);
+ e->setParent(root);
+ }
+
+ engine.setRootEntity(root);
+ view.show();
+
+ if (app.arguments().contains(("--bench")))
+ QTimer::singleShot(25 * 1000, &app, &QCoreApplication::quit);
+
+ return app.exec();
+}