// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause 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 } } */ }