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Diffstat (limited to 'tests/manual/planets-qml/Ring.qml')
-rw-r--r-- | tests/manual/planets-qml/Ring.qml | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/tests/manual/planets-qml/Ring.qml b/tests/manual/planets-qml/Ring.qml new file mode 100644 index 000000000..b2c8f3b60 --- /dev/null +++ b/tests/manual/planets-qml/Ring.qml @@ -0,0 +1,112 @@ +// Copyright (C) 2016 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only + +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 + } + } + */ +} + + |