/**************************************************************************** ** ** 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 using namespace Qt3DCore; using namespace Qt3DRender; int main(int ac, char **av) { QGuiApplication app(ac, av); Window view; Qt3DCore::QAspectEngine engine; engine.registerAspect(new Qt3DRender::QRenderAspect()); Qt3DInput::QInputAspect *input = new Qt3DInput::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); QEntity *root = new QEntity(); // Camera QCamera *cameraEntity = new QCamera(root); cameraEntity->setObjectName(QStringLiteral("cameraEntity")); cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f); cameraEntity->setPosition(QVector3D(0, -250.0f, -50.0f)); cameraEntity->setUpVector(QVector3D(0, 1, 0)); cameraEntity->setViewCenter(QVector3D(0, 0, 0)); input->setCamera(cameraEntity); // FrameGraph QFrameGraph *frameGraph = new QFrameGraph(); QForwardRenderer *forwardRenderer = new QForwardRenderer(); forwardRenderer->setCamera(cameraEntity); forwardRenderer->setClearColor(Qt::black); frameGraph->setActiveFrameGraph(forwardRenderer); root->addComponent(frameGraph); const float radius = 100.0f; const int max = 1000; const float det = 1.0f / max; // Scene for (int i = 0; i < max; i++) { QEntity *e = new QEntity(); Qt3DCore::QTransform *transform = new Qt3DCore::QTransform(); QTranslateTransform *translation = new QTranslateTransform(); QRotateTransform *rotateX = new QRotateTransform(); QRotateTransform *rotateZ = new QRotateTransform(); QCylinderMesh *mesh = new QCylinderMesh(); QPhongMaterial *material = new QPhongMaterial(); mesh->setRings(50.0f); mesh->setSlices(30.0f); mesh->setRadius(2.5f); mesh->setLength(5.0f); const float angle = M_PI * 2.0f * i * det * 10.; material->setDiffuse(QColor(qFabs(qCos(angle)) * 255, 204, 75)); material->setAmbient(Qt::black); material->setSpecular(Qt::white); material->setShininess(150.0f); translation->setTranslation(QVector3D(radius * qCos(angle), 200.* i * det, radius * qSin(angle))); rotateX->setAxis(QVector3D(1.0f, 0.0f, 0.0f)); rotateZ->setAxis(QVector3D(0.0f, 0.0f, 1.0f)); rotateX->setAngleDeg(30.0f * i); rotateZ->setAngleDeg(45.0f * i); QPropertyAnimation *animX = new QPropertyAnimation(rotateX, QByteArrayLiteral("angle")); animX->setDuration(2400 * i); animX->setStartValue(QVariant::fromValue(i * 30.0f)); animX->setEndValue(QVariant::fromValue((i + 1) * 390.0f)); animX->setLoopCount(-1); animX->start(); QPropertyAnimation *animZ = new QPropertyAnimation(rotateZ, QByteArrayLiteral("angle")); animZ->setDuration(2400 * i); animZ->setStartValue(QVariant::fromValue(i * 20.0f)); animZ->setEndValue(QVariant::fromValue((i + 1) * 380.0f)); animZ->setLoopCount(-1); animZ->start(); transform->addTransform(rotateX); transform->addTransform(rotateZ); transform->addTransform(translation); e->addComponent(transform); e->addComponent(mesh); e->addComponent(material); e->setParent(root); } engine.setRootEntity(root); view.show(); if (app.arguments().contains(("--bench"))) QTimer::singleShot(25 * 1000, &app, &QCoreApplication::quit); return app.exec(); }