/**************************************************************************** ** ** Copyright (C) 2015 Paul Lemire ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Entity { id: root property Material visualMaterial; property real rotateAngle: 0.0 property vector3d rotateAxis: Qt.vector3d(1.0, 0.0, 0.0) property vector3d center; property vector3d normal; readonly property vector4d equation: Qt.vector4d(normal.x, normal.y, normal.z, -(normal.x * center.x + normal.y * center.y + normal.z * center.z)) PlaneMesh { id: mesh width: 20.0 height: 20.0 meshResolution: Qt.size(2, 2) } Transform { id: transform translation: root.center rotation: fromAxisAndAngle(root.rotateAxis, root.rotateAngle) } property Layer layer: Layer { names: "visualization" } components: [visualMaterial, mesh, transform, layer] }