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+/****************************************************************************
+**
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.2 as QQ2
+import Qt3D.Core 2.0
+import Qt3D.Render 2.0
+import Qt3D.Input 2.0
+import Qt3D.Extras 2.0
+
+Entity {
+ id: sceneRoot
+
+ Camera {
+ id: camera
+ projectionType: CameraLens.PerspectiveProjection
+ fieldOfView: 45
+ aspectRatio: 16/9
+ nearPlane : 0.1
+ farPlane : 1000.0
+ position: Qt.vector3d( 0.0, 0.0, 40.0 )
+ upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
+ viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
+ }
+
+ OrbitCameraController { camera: camera }
+
+ components: [
+ RenderSettings {
+ activeFrameGraph: ForwardRenderer {
+ clearColor: Qt.rgba(0.5, 0.5, 1, 1)
+ camera: camera
+ }
+ },
+ // Event Source will be set by the Qt3DQuickWindow
+ InputSettings { }
+ ]
+
+ PerVertexColorMaterial {
+ id: material
+ }
+
+ function buildVertexBufferData()
+ {
+ // Vertices
+ var v0 = Qt.vector3d(-1.0, 0.0, -1.0)
+ var v1 = Qt.vector3d(1.0, 0.0, -1.0)
+ var v2 = Qt.vector3d(0.0, 1.0, 0.0)
+ var v3 = Qt.vector3d(0.0, 0.0, 1.0)
+
+ // Face Normals
+ function normal(v0, v1, v2) {
+ return v1.minus(v0).crossProduct(v2.minus(v0)).normalized();
+ }
+ var n023 = normal(v0, v2, v3)
+ var n012 = normal(v0, v1, v2)
+ var n310 = normal(v3, v1, v0)
+ var n132 = normal(v1, v3, v2)
+
+ // Vector normals
+ var n0 = n023.plus(n012).plus(n310).normalized()
+ var n1 = n132.plus(n012).plus(n310).normalized()
+ var n2 = n132.plus(n012).plus(n023).normalized()
+ var n3 = n132.plus(n310).plus(n023).normalized()
+
+ // Colors
+ var red = Qt.vector3d(1.0, 0.0, 0.0)
+ var green = Qt.vector3d(0.0, 1.0, 0.0)
+ var blue = Qt.vector3d(0.0, 0.0, 1.0)
+ var white = Qt.vector3d(1.0, 1.0, 1.0)
+
+ var vertices = [
+ v0, n0, red,
+ v1, n1, blue,
+ v2, n2, green,
+ v3, n3, white
+ ]
+
+ var vertexArray = new Float32Array(4 * (3 + 3 + 3));
+ var i = 0;
+
+ vertices.forEach(function(vec3) {
+ vertexArray[i++] = vec3.x;
+ vertexArray[i++] = vec3.y;
+ vertexArray[i++] = vec3.z;
+ });
+
+ return vertexArray;
+ }
+
+ function buildIndexBufferData()
+ {
+ var indexArray = new Uint16Array(12);
+
+ // Front
+ indexArray[0] = 0;
+ indexArray[1] = 1;
+ indexArray[2] = 2;
+ // Bottom
+ indexArray[3] = 3;
+ indexArray[4] = 1;
+ indexArray[5] = 0;
+ // Left
+ indexArray[6] = 0;
+ indexArray[7] = 2;
+ indexArray[8] = 3;
+ // Right
+ indexArray[9] = 1;
+ indexArray[10] = 3;
+ indexArray[11] = 2;
+
+ return indexArray;
+ }
+
+ function updateVertexColor()
+ {
+ var angle = colorBufferTimerUpdate.angle
+
+ var c1 = Qt.vector3d(Math.abs(Math.cos(angle + Math.PI * 0.25)),
+ Math.abs(Math.sin(angle)),
+ Math.abs(Math.cos(angle)));
+ var c2 = Qt.vector3d(Math.abs(Math.sin(angle)),
+ Math.abs(Math.cos(angle + Math.PI * 0.25)),
+ Math.abs(Math.sin(angle + Math.PI * 0.25)));
+ var c3 = Qt.vector3d(Math.abs(Math.sin(angle + Math.PI * 0.25)),
+ Math.abs(Math.sin(angle)),
+ Math.abs(Math.cos(angle)));
+
+ var cols = [c1, c2, c3];
+
+ var byteOffset = 6.0 * 4.0 // 6 * sizeof(float)
+ var stride = 9.0 * 4.0 // 9 * sizeof(float)
+ var colorArray = new Float32Array(3)
+ cols.forEach(function(vec3Col) {
+ colorArray[0] = vec3Col.x
+ colorArray[1] = vec3Col.y
+ colorArray[2] = vec3Col.z
+ vertexBuffer.updateData(byteOffset, colorArray)
+ byteOffset += stride
+ });
+
+ colorBufferTimerUpdate.angle += Math.PI / 360.0;
+ }
+
+ QQ2.Timer {
+ id: colorBufferTimerUpdate
+ interval: 16
+ repeat: true
+ running: true
+ property real angle: 0
+ onTriggered: {
+ updateVertexColor()
+ }
+ }
+
+ GeometryRenderer {
+ id: customMesh
+ instanceCount: 1
+ indexOffset: 0
+ firstInstance: 0
+ primitiveType: GeometryRenderer.Triangles
+ Buffer {
+ id: vertexBuffer
+ type: Buffer.VertexBuffer
+ data: buildVertexBufferData()
+ }
+
+ Buffer {
+ id: indexBuffer
+ type: Buffer.IndexBuffer
+ data: buildIndexBufferData()
+ }
+ geometry: Geometry {
+ Attribute {
+ attributeType: Attribute.VertexAttribute
+ vertexBaseType: Attribute.Float
+ vertexSize: 3
+ byteOffset: 0
+ byteStride: 9 * 4
+ count: 4
+ name: defaultPositionAttributeName()
+ buffer: vertexBuffer
+ }
+
+ Attribute {
+ attributeType: Attribute.VertexAttribute
+ vertexBaseType: Attribute.Float
+ vertexSize: 3
+ byteOffset: 3 * 4
+ byteStride: 9 * 4
+ count: 4
+ name: defaultNormalAttributeName()
+ buffer: vertexBuffer
+ }
+
+ Attribute {
+ attributeType: Attribute.VertexAttribute
+ vertexBaseType: Attribute.Float
+ vertexSize: 3
+ byteOffset: 6 * 4
+ byteStride: 9 * 4
+ count: 4
+ name: defaultColorAttributeName()
+ buffer: vertexBuffer
+ }
+
+ Attribute {
+ attributeType: Attribute.IndexAttribute
+ vertexBaseType: Attribute.UnsignedShort
+ vertexSize: 1
+ byteOffset: 0
+ byteStride: 0
+ count: 12
+ buffer: indexBuffer
+ }
+ }
+ }
+
+ Transform {
+ id: meshTransform
+ property real userAngle: 0.0
+ scale: 10
+ rotation: fromAxisAndAngle(Qt.vector3d(0, 1, 0), userAngle)
+ }
+
+ QQ2.NumberAnimation {
+ target: meshTransform
+ property: "userAngle"
+ duration: 10000
+ from: 0
+ to: 360
+
+ loops: QQ2.Animation.Infinite
+ running: true
+ }
+
+ Entity {
+ id: sphereEntity
+ components: [ customMesh, material, meshTransform ]
+ }
+}