// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import QtQuick 2.2 as QQ2 import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qt3D.Input 2.0 import Qt3D.Extras 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 ) } OrbitCameraController { camera: camera } components: [ RenderSettings { activeFrameGraph: ForwardRenderer { clearColor: Qt.rgba(0.5, 0.5, 1, 1) camera: camera } }, // Event Source will be set by the Qt3DQuickWindow InputSettings { } ] PerVertexColorMaterial { id: material } function buildVertexBufferData() { // Vertices var v0 = Qt.vector3d(-1.0, 0.0, -1.0) var v1 = Qt.vector3d(1.0, 0.0, -1.0) var v2 = Qt.vector3d(0.0, 1.0, 0.0) var v3 = Qt.vector3d(0.0, 0.0, 1.0) // Face Normals function normal(v0, v1, v2) { return v1.minus(v0).crossProduct(v2.minus(v0)).normalized(); } var n023 = normal(v0, v2, v3) var n012 = normal(v0, v1, v2) var n310 = normal(v3, v1, v0) var n132 = normal(v1, v3, v2) // Vector normals var n0 = n023.plus(n012).plus(n310).normalized() var n1 = n132.plus(n012).plus(n310).normalized() var n2 = n132.plus(n012).plus(n023).normalized() var n3 = n132.plus(n310).plus(n023).normalized() // Colors var red = Qt.vector3d(1.0, 0.0, 0.0) var green = Qt.vector3d(0.0, 1.0, 0.0) var blue = Qt.vector3d(0.0, 0.0, 1.0) var white = Qt.vector3d(1.0, 1.0, 1.0) var vertices = [ v0, n0, red, v1, n1, blue, v2, n2, green, v3, n3, white ] var vertexArray = new Float32Array(4 * (3 + 3 + 3)); var i = 0; vertices.forEach(function(vec3) { vertexArray[i++] = vec3.x; vertexArray[i++] = vec3.y; vertexArray[i++] = vec3.z; }); return vertexArray; } function buildIndexBufferData() { var indexArray = new Uint16Array(12); // Front indexArray[0] = 0; indexArray[1] = 1; indexArray[2] = 2; // Bottom indexArray[3] = 3; indexArray[4] = 1; indexArray[5] = 0; // Left indexArray[6] = 0; indexArray[7] = 2; indexArray[8] = 3; // Right indexArray[9] = 1; indexArray[10] = 3; indexArray[11] = 2; return indexArray; } function updateVertexColor() { var angle = colorBufferTimerUpdate.angle var c1 = Qt.vector3d(Math.abs(Math.cos(angle + Math.PI * 0.25)), Math.abs(Math.sin(angle)), Math.abs(Math.cos(angle))); var c2 = Qt.vector3d(Math.abs(Math.sin(angle)), Math.abs(Math.cos(angle + Math.PI * 0.25)), Math.abs(Math.sin(angle + Math.PI * 0.25))); var c3 = Qt.vector3d(Math.abs(Math.sin(angle + Math.PI * 0.25)), Math.abs(Math.sin(angle)), Math.abs(Math.cos(angle))); var cols = [c1, c2, c3]; var byteOffset = 6.0 * 4.0 // 6 * sizeof(float) var stride = 9.0 * 4.0 // 9 * sizeof(float) var colorArray = new Float32Array(3) cols.forEach(function(vec3Col) { colorArray[0] = vec3Col.x colorArray[1] = vec3Col.y colorArray[2] = vec3Col.z vertexBuffer.updateData(byteOffset, colorArray) byteOffset += stride }); colorBufferTimerUpdate.angle += Math.PI / 360.0; } QQ2.Timer { id: colorBufferTimerUpdate interval: 16 repeat: true running: true property real angle: 0 onTriggered: { updateVertexColor() } } GeometryRenderer { id: customMesh instanceCount: 1 indexOffset: 0 firstInstance: 0 primitiveType: GeometryRenderer.Triangles Buffer { id: vertexBuffer data: buildVertexBufferData() } Buffer { id: indexBuffer data: buildIndexBufferData() } geometry: Geometry { Attribute { attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 byteOffset: 0 byteStride: 9 * 4 count: 4 name: defaultPositionAttributeName buffer: vertexBuffer } Attribute { attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 byteOffset: 3 * 4 byteStride: 9 * 4 count: 4 name: defaultNormalAttributeName buffer: vertexBuffer } Attribute { attributeType: Attribute.VertexAttribute vertexBaseType: Attribute.Float vertexSize: 3 byteOffset: 6 * 4 byteStride: 9 * 4 count: 4 name: defaultColorAttributeName buffer: vertexBuffer } Attribute { attributeType: Attribute.IndexAttribute vertexBaseType: Attribute.UnsignedShort vertexSize: 1 byteOffset: 0 byteStride: 0 count: 12 buffer: indexBuffer } } } Transform { id: meshTransform property real userAngle: 0.0 scale: 10 rotation: fromAxisAndAngle(Qt.vector3d(0, 1, 0), userAngle) } QQ2.NumberAnimation { target: meshTransform property: "userAngle" duration: 10000 from: 0 to: 360 loops: QQ2.Animation.Infinite running: true } Entity { id: sphereEntity components: [ customMesh, material, meshTransform ] } }