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/****************************************************************************
**
** Copyright (C) 2015 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 Qt3D 2.0
import Qt3D.Renderer 2.0
import QtQuick 2.2 as QQ2
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 )
}
Configuration {
controlledCamera: camera
}
components: [
FrameGraph {
activeFrameGraph: ForwardRenderer {
clearColor: Qt.rgba(0.5, 0.5, 1, 1)
camera: camera
}
}
]
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;
}
GeometryRenderer {
id: customMesh
instanceCount: 1
baseVertex: 0
baseInstance: 0
primitiveType: GeometryRenderer.Triangles
Buffer {
id: vertexBuffer
type: Buffer.VertexBuffer
data: buildVertexBufferData()
}
Buffer {
id: indexBuffer
type: Buffer.IndexBuffer
data: buildIndexBufferData()
}
geometry: Geometry {
Attribute {
attributeType: Attribute.VertexAttribute
dataType: Attribute.Float
dataSize: 3
byteOffset: 0
byteStride: 9 * 4
count: 4
name: defaultPositionAttributeName()
buffer: vertexBuffer
}
Attribute {
attributeType: Attribute.VertexAttribute
dataType: Attribute.Float
dataSize: 3
byteOffset: 3 * 4
byteStride: 9 * 4
count: 4
name: defaultNormalAttributeName()
buffer: vertexBuffer
}
Attribute {
attributeType: Attribute.VertexAttribute
dataType: Attribute.Float
dataSize: 3
byteOffset: 6 * 4
byteStride: 9 * 4
count: 4
name: defaultColorAttributeName()
buffer: vertexBuffer
}
Attribute {
attributeType: Attribute.IndexAttribute
dataType: Attribute.UnsignedShort
dataSize: 1
byteOffset: 0
byteStride: 0
count: 12
buffer: indexBuffer
}
}
}
Transform {
id: meshTransform
Scale { scale: 10 }
Rotate {
id: meshRotation
axis: Qt.vector3d(0, 1, 0)
}
}
QQ2.NumberAnimation {
target: meshRotation
property: "angle"
duration: 10000
from: 0
to: 360
loops: QQ2.Animation.Infinite
running: true
}
Entity {
id: sphereEntity
components: [ customMesh, material, meshTransform ]
}
}
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