/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.2 as QQ2 import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qt3D.Input 2.0 Entity { id: sceneRoot Camera { id: camera projectionType: CameraLens.PerspectiveProjection fieldOfView: 45 aspectRatio: 16/9 nearPlane : 0.1 farPlane : 1000.0 position: Qt.vector3d( 0.0, 0.0, 40.0 ) upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 ) } FirstPersonCameraController { camera: camera } components: [ FrameGraph { activeFrameGraph: ForwardRenderer { clearColor: Qt.rgba(0, 0.5, 1, 1) camera: camera window: _q_window } } ] PhongMaterial { id: material } TorusMesh { id: torusMesh radius: 5 minorRadius: 1 rings: 100 slices: 20 } Transform { id: torusTransform scale3D: Qt.vector3d(1.5, 1, 0.5) rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45) } Entity { id: torusEntity components: [ torusMesh, material, torusTransform ] } SphereMesh { id: sphereMesh radius: 3 } Transform { id: sphereTransform property real userAngle: 0.0 matrix: { var m = Qt.matrix4x4(); m.rotate(userAngle, Qt.vector3d(0, 1, 0)); m.translate(Qt.vector3d(20, 0, 0)); return m; } } QQ2.NumberAnimation { target: sphereTransform property: "userAngle" duration: 10000 from: 0 to: 360 loops: QQ2.Animation.Infinite running: true } Entity { id: sphereEntity components: [ sphereMesh, material, sphereTransform ] } }