/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include int main(int ac, char **av) { QGuiApplication app(ac, av); initializeAssetResources("../exampleresources/example-assets.qrb"); Qt3D::Window view; Qt3D::QAspectEngine engine; engine.registerAspect(new Qt3D::QRenderAspect()); Qt3D::QInputAspect *input = new Qt3D::QInputAspect; engine.registerAspect(input); engine.initialize(); QVariantMap data; data.insert(QStringLiteral("surface"), QVariant::fromValue(static_cast(&view))); data.insert(QStringLiteral("eventSource"), QVariant::fromValue(&view)); engine.setData(data); // Root entity Qt3D::QEntity *rootEntity = new Qt3D::QEntity(); rootEntity->setObjectName(QStringLiteral("rootEntity")); // Torus Qt3D::QEntity *torusEntity = new Qt3D::QEntity(rootEntity); // Torus shape data Qt3D::QTorusMesh *torus = new Qt3D::QTorusMesh(); torus->setRadius(40); torus->setMinorRadius(15); torusEntity->addComponent(torus); // TorusMesh Transform Qt3D::QTranslateTransform *torusTranslation = new Qt3D::QTranslateTransform(); Qt3D::QRotateTransform *torusRotation = new Qt3D::QRotateTransform(); Qt3D::QTransform *torusTransforms = new Qt3D::QTransform(); torusTranslation->setTranslation(QVector3D(-5.0f, 3.5f, 2.0f)); torusRotation->setAxis(QVector3D(1, 0, 0)); torusRotation->setAngleDeg(35.0f); torusTransforms->addTransform(torusTranslation); torusTransforms->addTransform(torusRotation); torusEntity->addComponent(torusTransforms); // Scene file Qt3D::QEntity *sceneEntity = new Qt3D::QEntity(rootEntity); Qt3D::QSceneLoader *scene = new Qt3D::QSceneLoader(); scene->setObjectName(QStringLiteral("scene")); Qt3D::QTransform *sceneTransform = new Qt3D::QTransform(); Qt3D::QTranslateTransform *sceneTranslateTransform = new Qt3D::QTranslateTransform(); sceneTranslateTransform->setDx(2.5); sceneTranslateTransform->setDy(0.5); sceneTranslateTransform->setDz(-10); sceneTransform->addTransform(sceneTranslateTransform); sceneEntity->addComponent(sceneTransform); // scene->setSource(":/assets/gltf/wine/wine.json"); scene->setSource(QUrl("qrc:/assets/test_scene.dae")); sceneEntity->addComponent(scene); // Camera Qt3D::QCamera *cameraEntity = new Qt3D::QCamera(rootEntity); cameraEntity->setObjectName(QStringLiteral("cameraEntity")); cameraEntity->lens()->setPerspectiveProjection(60.0f, 16.0f/9.0f, 0.1f, 1000.0f); cameraEntity->setPosition(QVector3D(-5, 0, -20.0f)); cameraEntity->setViewCenter(QVector3D(11, 0, 5)); cameraEntity->setUpVector(QVector3D(0, 1, 0)); input->setCamera(cameraEntity); // FrameGraph Qt3D::QFrameGraph *frameGraph = new Qt3D::QFrameGraph(); Qt3D::QTechniqueFilter *techniqueFilter = new Qt3D::QTechniqueFilter(); Qt3D::QViewport *viewport = new Qt3D::QViewport(techniqueFilter); Qt3D::QClearBuffer *clearBuffer = new Qt3D::QClearBuffer(viewport); Qt3D::QCameraSelector *cameraSelector = new Qt3D::QCameraSelector(clearBuffer); (void) new Qt3D::QRenderPassFilter(cameraSelector); // TechiqueFilter and renderPassFilter are not implement yet viewport->setRect(QRectF(0, 0, 1, 1)); clearBuffer->setBuffers(Qt3D::QClearBuffer::ColorDepthBuffer); cameraSelector->setCamera(cameraEntity); frameGraph->setActiveFrameGraph(techniqueFilter); // Setting the FrameGraph rootEntity->addComponent(frameGraph); // Set root object of the scene engine.setRootEntity(rootEntity); // Show window view.show(); return app.exec(); }