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diff --git a/tests/manual/planets-qml/Ring.qml b/tests/manual/planets-qml/Ring.qml
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+// 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
+ }
+ }
+ */
+}
+
+