diff options
Diffstat (limited to 'examples/qt3d/planets-qml/SolarSystem.qml')
-rw-r--r-- | examples/qt3d/planets-qml/SolarSystem.qml | 65 |
1 files changed, 13 insertions, 52 deletions
diff --git a/examples/qt3d/planets-qml/SolarSystem.qml b/examples/qt3d/planets-qml/SolarSystem.qml index dc7437028..9f627aca2 100644 --- a/examples/qt3d/planets-qml/SolarSystem.qml +++ b/examples/qt3d/planets-qml/SolarSystem.qml @@ -496,10 +496,7 @@ Entity { property Transform transformSun: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(sun.x, sun.y, sun.z)); m.rotate(sun.tilt, tiltAxis); m.rotate(sun.roll, rollAxis); @@ -536,10 +533,7 @@ Entity { property Transform transformMercury: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(mercury.x, mercury.y, mercury.z)); m.rotate(mercury.tilt, tiltAxis); m.rotate(mercury.roll, rollAxis); @@ -572,10 +566,7 @@ Entity { property Transform transformVenus: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(venus.x, venus.y, venus.z)); m.rotate(venus.tilt, tiltAxis); m.rotate(venus.roll, rollAxis); @@ -609,10 +600,7 @@ Entity { property Transform transformEarth: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(earth.x, earth.y, earth.z)); m.rotate(earth.tilt, tiltAxis); m.rotate(earth.roll, rollAxis); @@ -646,10 +634,7 @@ Entity { property Transform transformEarthClouds: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(earthClouds.x, earthClouds.y, earthClouds.z)); m.rotate(earthClouds.tilt, tiltAxis); m.rotate(earthClouds.roll / 1.2, rollAxis); @@ -682,10 +667,7 @@ Entity { property Transform transformMoon: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(moon.x, moon.y, moon.z)); m.rotate(moon.tilt, tiltAxis); m.rotate(moon.roll, rollAxis); @@ -718,10 +700,7 @@ Entity { property Transform transformMars: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(mars.x, mars.y, mars.z)); m.rotate(mars.tilt, tiltAxis); m.rotate(mars.roll, rollAxis); @@ -753,10 +732,7 @@ Entity { property Transform transformJupiter: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(jupiter.x, jupiter.y, jupiter.z)); m.rotate(jupiter.tilt, tiltAxis); m.rotate(jupiter.roll, rollAxis); @@ -788,10 +764,7 @@ Entity { property Transform transformSaturn: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(saturn.x, saturn.y, saturn.z)); m.rotate(saturn.tilt, tiltAxis); m.rotate(saturn.roll, rollAxis); @@ -825,10 +798,7 @@ Entity { property Transform transformSaturnRing: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(saturn.x, saturn.y, saturn.z)); m.rotate(saturn.tilt, tiltAxis); m.rotate(saturn.roll / 10, rollAxis); @@ -860,10 +830,7 @@ Entity { property Transform transformUranus: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(uranus.x, uranus.y, uranus.z)); m.rotate(uranus.tilt, tiltAxis); m.rotate(uranus.roll, rollAxis); @@ -897,10 +864,7 @@ Entity { property Transform transformUranusRing: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(uranus.x, uranus.y, uranus.z)); m.rotate(uranus.tilt, tiltAxis); m.rotate(uranus.roll / 10, rollAxis); @@ -932,10 +896,7 @@ Entity { property Transform transformNeptune: Transform { matrix: { - var m = Qt.matrix4x4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1); + var m = Qt.matrix4x4(); m.translate(Qt.vector3d(neptune.x, neptune.y, neptune.z)); m.rotate(neptune.tilt, tiltAxis); m.rotate(neptune.roll, rollAxis); |