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+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D.Render 2.0
+
+// TODO: Once support for meshes from arrays is implemented, replace ring.obj with that
+Mesh {
+ property real innerRadius
+ property real outerRadius
+ /*
+ property real ringSegments
+
+ property var vertices: []
+ property var faces: []
+ property var faceVertexUvs: []
+ */
+
+ source: "qrc:/meshes/ring.obj"
+
+ // Converted from the _RingGeometry() method in the threex.planets.js extension.
+ /*
+ function makeRing() {
+ innerRadius = innerRadius || 0
+ outerRadius = outerRadius || 50
+ var thetaSegments = ringSegments || 8
+ console.log(innerRadius + "," + outerRadius + "," + thetaSegments)
+
+ var normal = Qt.vector3d(0, 0, 1)
+
+ for (var i = 0; i < thetaSegments; i++) {
+ var angleLo = (i / thetaSegments) * Math.PI * 2
+ var angleHi = ((i + 1) / thetaSegments) * Math.PI * 2
+
+ var vertex1 = Qt.vector3d(innerRadius * Math.cos(angleLo),
+ innerRadius * Math.sin(angleLo),
+ 0)
+ var vertex2 = Qt.vector3d(outerRadius * Math.cos(angleLo),
+ outerRadius * Math.sin(angleLo),
+ 0)
+ var vertex3 = Qt.vector3d(innerRadius * Math.cos(angleHi),
+ innerRadius * Math.sin(angleHi),
+ 0)
+ var vertex4 = Qt.vector3d(outerRadius * Math.cos(angleHi),
+ outerRadius * Math.sin(angleHi),
+ 0)
+
+ vertices.push(vertex1)
+ vertices.push(vertex2)
+ vertices.push(vertex3)
+ vertices.push(vertex4)
+
+ var vertexIdx = i * 4
+
+ // Create the first triangle
+ var face = Qt.vector4d(vertexIdx + 0, vertexIdx + 1, vertexIdx + 2, normal)
+ var uvs = []
+
+ var uv = Qt.vector2d(0, 0)
+ uvs.push(uv)
+ uv = Qt.vector2d(1, 0)
+ uvs.push(uv)
+ uv = Qt.vector2d(0, 1)
+ uvs.push(uv)
+
+ faces.push(face)
+ //faceVertexUvs[0].push(uvs)
+ faceVertexUvs.push(uvs)
+
+ // Create the second triangle
+ face = Qt.vector4d(vertexIdx + 2, vertexIdx + 1, vertexIdx + 3, normal)
+ uvs = []
+
+ uv = Qt.vector2d(0, 1)
+ uvs.push(uv)
+ uv = Qt.vector2d(1, 0)
+ uvs.push(uv)
+ uv = Qt.vector2d(1, 1)
+ uvs.push(uv)
+
+ faces.push(face)
+ //faceVertexUvs[0].push(uvs)
+ faceVertexUvs.push(uvs)
+ }
+
+ computeFaceNormals()
+ }
+
+ // Converted from the computeFaceNormals() method in the three.js extension.
+ function computeFaceNormals() {
+ var cb = Qt.vector3d(0, 0, 0)
+ var ab = Qt.vector3d(0, 0, 0)
+
+ for (var f = 0, fl = faces.length; f < fl; f ++) {
+ var face = faces[f]
+
+ var vA = vertices[face.x]
+ var vB = vertices[face.y]
+ var vC = vertices[face.z]
+
+ cb = vC.minus(vB)
+ ab = vA.minus(vB)
+ cb = cb.crossProduct(ab)
+
+ cb = cb.normalized()
+
+ face.w = cb
+ }
+ }
+ */
+}
+
+