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Diffstat (limited to 'examples/qt3d/planets-qml/Ring.qml')
-rw-r--r-- | examples/qt3d/planets-qml/Ring.qml | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/examples/qt3d/planets-qml/Ring.qml b/examples/qt3d/planets-qml/Ring.qml new file mode 100644 index 000000000..7bf585805 --- /dev/null +++ b/examples/qt3d/planets-qml/Ring.qml @@ -0,0 +1,145 @@ +/**************************************************************************** +** +** 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 + } + } + */ +} + + |