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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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 https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Logic 2.0
import Qt3D.Extras 2.0
import "planets.js" as Planets
Entity {
id: sceneRoot
property bool ready: false
property real cameraNear: 0
property real xLookAtOffset: 0
property real yLookAtOffset: 0
property real zLookAtOffset: 0
property real xCameraOffset: 0
property real yCameraOffset: 0
property real zCameraOffset: 0
property var planetData
property var planets: []
property vector3d defaultUp: Qt.vector3d(0, 1, 0)
property vector3d defaultCameraPosition: Qt.vector3d(Planets.solarDistance,
Planets.solarDistance,
Planets.solarDistance)
property vector3d tiltAxis: Qt.vector3d(0, 0, 1)
property vector3d rollAxis: Qt.vector3d(0, 1, 0)
property real cameraDistance: 1
property vector3d oldCameraPosition
property vector3d oldFocusedPlanetPosition
property color ambientStrengthStarfield: "#000000"
property color ambientStrengthSun: "#ffffff"
property color ambientStrengthClouds: "#000000"
property color ambientStrengthRing: "#111111"
property color ambientStrengthPlanet: "#222222"
property real shininessSpecularMap: 50.0
property real shininessClouds: 10.0
property real shininessBasic: 1.0
property real saturnRingInnerRadius
property real saturnRingOuterRadius
property real uranusRingInnerRadius
property real uranusRingOuterRadius
// Time variables
property int year: 2000
property int month: 1
property int day: 1
// Time scale formula based on http://www.stjarnhimlen.se/comp/ppcomp.html
property real startD: 367 * year - 7 * (year + (month + 9) / 12) / 4 + 275 * month / 9 + day - 730530
property real oldTimeD: startD
property real currTimeD: startD
property real deltaTimeD: 0
property real daysPerFrame
property real daysPerFrameScale
property real planetScale
property bool focusedScaling: false
property int focusedMinimumScale: 20
property real actualScale
// Animate solar system with LogicComponent
FrameAction {
onTriggered: {
frames++
animate(focusedPlanet)
}
}
PlanetsLight {
id: light
ratio: width / height
}
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: width / height
nearPlane: 2500000.0
farPlane: 20000000.0
position: defaultCameraPosition
upVector: defaultUp
viewCenter: Qt.vector3d( xLookAtOffset, yLookAtOffset, zLookAtOffset )
}
FirstPersonCameraController { camera: camera }
components: [
PlanetFrameGraph {
id: framegraph
viewCamera: camera
lightCamera: light.lightCamera
},
InputSettings {}
]
PlanetEffect {
id: effectD
light: light
}
PlanetEffect {
id: effectDB
light: light
vertexES: "qrc:/shaders/es2/planetDB.vert"
fragmentES: "qrc:/shaders/es2/planetDB.frag"
vertexGL: "qrc:/shaders/gl3/planetDB.vert"
fragmentGL: "qrc:/shaders/gl3/planetDB.frag"
}
PlanetEffect {
id: effectDSB
light: light
vertexES: "qrc:/shaders/es2/planetDB.vert"
fragmentES: "qrc:/shaders/es2/planetDSB.frag"
vertexGL: "qrc:/shaders/gl3/planetDB.vert"
fragmentGL: "qrc:/shaders/gl3/planetDSB.frag"
}
PlanetEffect {
id: cloudEffect
light: light
vertexES: "qrc:/shaders/es2/planetD.vert"
fragmentES: "qrc:/shaders/es2/planetDS.frag"
vertexGL: "qrc:/shaders/gl3/planetD.vert"
fragmentGL: "qrc:/shaders/gl3/planetDS.frag"
}
SunEffect {
id: sunEffect
}
ShadowEffect {
id: shadowMapEffect
shadowTexture: framegraph.shadowTexture
light: light
}
//! [2]
QQ2.Component.onCompleted: {
planetData = Planets.loadPlanetData()
// Push in the correct order
planets.push(sun)
planets.push(mercury)
planets.push(venus)
planets.push(earth)
planets.push(mars)
planets.push(jupiter)
planets.push(saturn)
planets.push(uranus)
planets.push(neptune)
planets.push(moon)
// TODO: Once support for creating meshes from arrays is implemented take these into use
//saturnRing.makeRing()
//uranusRing.makeRing()
saturnRingOuterRadius = planetData[Planets.SATURN].radius + Planets.saturnOuterRadius
saturnRingInnerRadius = planetData[Planets.SATURN].radius + 6.630
uranusRingOuterRadius = planetData[Planets.URANUS].radius + Planets.uranusOuterRadius
uranusRingInnerRadius = planetData[Planets.URANUS].radius + 2
ready = true
changeScale(1200)
changeSpeed(0.2)
setLookAtOffset(Planets.SUN)
}
//! [2]
//! [0]
QQ2.NumberAnimation {
id: lookAtOffsetAnimation
target: sceneRoot
properties: "xLookAtOffset, yLookAtOffset, zLookAtOffset"
to: 0
easing.type: Easing.InOutQuint
duration: 1250
}
QQ2.NumberAnimation {
id: cameraOffsetAnimation
target: sceneRoot
properties: "xCameraOffset, yCameraOffset, zCameraOffset"
to: 0
easing.type: Easing.InOutQuint
duration: 2500
}
//! [0]
QQ2.Behavior on cameraNear {
QQ2.PropertyAnimation {
easing.type: Easing.InOutQuint
duration: 2500
}
}
function changePlanetFocus(oldPlanet, focusedPlanet) {
setOldPlanet(oldPlanet, focusedPlanet)
setLookAtOffset(focusedPlanet)
setCameraOffset(oldPlanet, focusedPlanet)
lookAtOffsetAnimation.restart()
cameraOffsetAnimation.restart()
}
function setOldPlanet(oldPlanet, focusedPlanet) {
oldCameraPosition = camera.position
var planet = 0
if (oldPlanet !== Planets.SOLAR_SYSTEM)
planet = oldPlanet
oldFocusedPlanetPosition = Qt.vector3d(planets[planet].x,
planets[planet].y,
planets[planet].z)
checkScaling(focusedPlanet)
}
function setScale(value, focused) {
// Save actual scale
if (!focused)
actualScale = value
// Limit minimum scaling in focus mode to avoid jitter caused by rounding errors
if (value <= focusedMinimumScale && (focusedScaling || focused))
planetScale = focusedMinimumScale
else
planetScale = actualScale
return planetScale
}
function checkScaling(focusedPlanet) {
if (focusedPlanet !== Planets.SOLAR_SYSTEM) {
// Limit minimum scaling in focus mode to avoid jitter caused by rounding errors
if (actualScale <= focusedMinimumScale) {
planetScale = focusedMinimumScale
changeScale(focusedMinimumScale, true)
}
focusedScaling = true
} else if (focusedScaling === true) {
// Restore normal scaling
focusedScaling = false
changeScale(actualScale, false)
}
}
function setLookAtOffset(focusedPlanet) {
var offset = oldFocusedPlanetPosition
var planet = 0
if (focusedPlanet !== Planets.SOLAR_SYSTEM)
planet = focusedPlanet
var focusedPlanetPosition = Qt.vector3d(planets[planet].x,
planets[planet].y,
planets[planet].z)
offset = offset.minus(focusedPlanetPosition)
xLookAtOffset = offset.x
yLookAtOffset = offset.y
zLookAtOffset = offset.z
}
function setCameraOffset(oldPlanet, focusedPlanet) {
var offset = oldCameraPosition
var planet = 0
if (focusedPlanet !== Planets.SOLAR_SYSTEM)
planet = focusedPlanet
var newCameraPosition = getNewCameraPosition(focusedPlanet, Planets.getOuterRadius(planet))
if (focusedPlanet !== Planets.SUN)
offset = offset.minus(newCameraPosition)
if (oldPlanet === Planets.SOLAR_SYSTEM && focusedPlanet === Planets.SUN) {
xCameraOffset = Math.abs(offset.x)
yCameraOffset = Math.abs(offset.y)
zCameraOffset = Math.abs(offset.z)
} else { // from a planet to another
xCameraOffset = offset.x
yCameraOffset = offset.y
zCameraOffset = offset.z
}
}
function getNewCameraPosition(focusedPlanet, radius) {
var position
if (focusedPlanet === Planets.SOLAR_SYSTEM) {
position = defaultCameraPosition
position = position.times(cameraDistance)
} else if (focusedPlanet === Planets.SUN) {
position = Qt.vector3d(radius * planetScale * 2,
radius * planetScale * 2,
radius * planetScale * 2)
position = position.times(cameraDistance)
} else {
var vec1 = Qt.vector3d(planets[focusedPlanet].x,
planets[focusedPlanet].y,
planets[focusedPlanet].z)
var vec2 = defaultUp
vec1 = vec1.normalized()
vec2 = vec2.crossProduct(vec1)
vec2 = vec2.times(radius * planetScale * cameraDistance * 4)
vec2 = vec2.plus(Qt.vector3d(planets[focusedPlanet].x,
planets[focusedPlanet].y,
planets[focusedPlanet].z))
vec1 = Qt.vector3d(0, radius * planetScale, 0)
vec2 = vec2.plus(vec1)
position = vec2
}
return position
}
function advanceTime(focusedPlanet) {
if (focusedPlanet === Planets.SOLAR_SYSTEM)
daysPerFrame = daysPerFrameScale * 10
else
daysPerFrame = daysPerFrameScale * planetData[focusedPlanet].period / 100.0
// Advance the time in days
oldTimeD = currTimeD
currTimeD = currTimeD + daysPerFrame
deltaTimeD = currTimeD - oldTimeD
}
function positionPlanet(i) {
var planet = planetData[i]
var target = planets[i]
if (i !== Planets.SUN) {
// Calculate the planet orbital elements from the current time in days
var N = (planet.N1 + planet.N2 * currTimeD) * Math.PI / 180
var iPlanet = (planet.i1 + planet.i2 * currTimeD) * Math.PI / 180
var w = (planet.w1 + planet.w2 * currTimeD) * Math.PI / 180
var a = planet.a1 + planet.a2 * currTimeD
var e = planet.e1 + planet.e2 * currTimeD
var M = (planet.M1 + planet.M2 * currTimeD) * Math.PI / 180
var E = M + e * Math.sin(M) * (1.0 + e * Math.cos(M))
var xv = a * (Math.cos(E) - e)
var yv = a * (Math.sqrt(1.0 - e * e) * Math.sin(E))
var v = Math.atan2(yv, xv)
// Calculate the distance (radius)
// TODO: Math.hypot() is ES6 and QML JS is only ES5 currently. A patch to QtQml is
// required to get Math.hypot() to work.
//var r = Math.hypot(xv, yv)
var r = Math.sqrt(Math.pow(xv, 2) + Math.pow(yv, 2))
// From http://www.davidcolarusso.com/astro/
// Modified to compensate for the right handed coordinate system of OpenGL
var xh = r * (Math.cos(N) * Math.cos(v + w)
- Math.sin(N) * Math.sin(v + w) * Math.cos(iPlanet))
var zh = -r * (Math.sin(N) * Math.cos(v + w)
+ Math.cos(N) * Math.sin(v + w) * Math.cos(iPlanet))
var yh = r * (Math.sin(w + v) * Math.sin(iPlanet))
// Apply the position offset from the center of orbit to the bodies
var centerOfOrbit = planet.centerOfOrbit
target.x = planets[centerOfOrbit].x + xh * Planets.auScale
target.y = planets[centerOfOrbit].y + yh * Planets.auScale
target.z = planets[centerOfOrbit].z + zh * Planets.auScale
}
// Calculate the rotation (roll) of the bodies. Tilt does not change.
target.roll += (deltaTimeD / planet.period) * 360 // In degrees
}
function changeScale(scale, focused) {
if (!ready)
return
var scaling = setScale(scale, focused)
sun.r = planetData[Planets.SUN].radius * scaling / 100
mercury.r = planetData[Planets.MERCURY].radius * scaling
venus.r = planetData[Planets.VENUS].radius * scaling
earth.r = planetData[Planets.EARTH].radius * scaling
earthClouds.r = planetData[Planets.EARTH].radius * scaling * 1.02
moon.r = planetData[Planets.MOON].radius * scaling
mars.r = planetData[Planets.MARS].radius * scaling
jupiter.r = planetData[Planets.JUPITER].radius * scaling
saturn.r = planetData[Planets.SATURN].radius * scaling
saturnRing.outerRadius = saturnRingOuterRadius * scaling
saturnRing.innerRadius = saturnRingInnerRadius * scaling
uranus.r = planetData[Planets.URANUS].radius * scaling
uranusRing.outerRadius = uranusRingOuterRadius * scaling
uranusRing.innerRadius = uranusRingInnerRadius * scaling
neptune.r = planetData[Planets.NEPTUNE].radius * scaling
}
function changeSpeed(speed) {
daysPerFrameScale = speed
}
function changeCameraDistance(distance) {
cameraDistance = distance
}
//! [3]
function animate(focusedPlanet) {
if (!ready)
return
advanceTime(focusedPlanet)
for (var i = 0; i <= Planets.NUM_SELECTABLE_PLANETS; i++)
positionPlanet(i)
updateCamera(focusedPlanet)
}
//! [3]
function updateCamera(focusedPlanet) {
// Get the appropriate near plane position for the camera and animate it with QML animations
var outerRadius = Planets.getOuterRadius(focusedPlanet)
cameraNear = outerRadius
camera.nearPlane = cameraNear
light.near = cameraNear
// Calculate position
var cameraPosition = getNewCameraPosition(focusedPlanet, outerRadius)
var cameraOffset = Qt.vector3d(xCameraOffset, yCameraOffset, zCameraOffset)
cameraPosition = cameraPosition.plus(cameraOffset)
// Calculate look-at point
var lookAtPlanet = Planets.SUN
if (focusedPlanet !== Planets.SOLAR_SYSTEM)
lookAtPlanet = focusedPlanet
var cameraLookAt = Qt.vector3d(planets[lookAtPlanet].x,
planets[lookAtPlanet].y,
planets[lookAtPlanet].z)
var lookAtOffset = Qt.vector3d(xLookAtOffset, yLookAtOffset, zLookAtOffset)
cameraLookAt = cameraLookAt.plus(lookAtOffset)
// Set position and look-at
camera.viewCenter = cameraLookAt
camera.position = Qt.vector3d(cameraPosition.x, cameraPosition.y, cameraPosition.z)
camera.upVector = defaultUp
}
//
// STARFIELD
//
Entity {
id: starfieldEntity
Mesh {
id: starfield
source: "qrc:/meshes/starfield.obj"
}
PlanetMaterial {
id: materialStarfield
effect: effectD
ambientLight: ambientStrengthStarfield
specularColor: Qt.rgba(0.0, 0.0, 0.0, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/galaxy_starfield.jpg"
shininess: 1000000.0
}
property Transform transformStarfield: Transform {
scale: 8500000
translation: Qt.vector3d(0, 0, 0)
}
components: [ starfield, materialStarfield, transformStarfield ]
}
//
// SUN
//
Entity {
id: sunEntity
Planet {
id: sun
tilt: planetData[Planets.SUN].tilt
}
PlanetMaterial {
id: materialSun
effect: sunEffect
ambientLight: ambientStrengthSun
diffuseMap: "qrc:/images/solarsystemscope/sunmap.jpg"
}
property Transform transformSun: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(sun.x, sun.y, sun.z))
m.rotate(sun.tilt, tiltAxis)
m.rotate(sun.roll, rollAxis)
m.scale(sun.r)
return m
}
}
components: [ sun, materialSun, transformSun ]
}
//
// PLANETS
//
// MERCURY
Entity {
id: mercuryEntity
Planet {
id: mercury
tilt: planetData[Planets.MERCURY].tilt
}
PlanetMaterial {
id: materialMercury
effect: effectDB
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/mercurymap.jpg"
normalMap: "qrc:/images/solarsystemscope/mercurynormal.jpg"
shininess: shininessSpecularMap
}
property Transform transformMercury: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(mercury.x, mercury.y, mercury.z))
m.rotate(mercury.tilt, tiltAxis)
m.rotate(mercury.roll, rollAxis)
m.scale(mercury.r)
return m
}
}
components: [ mercury, materialMercury, transformMercury ]
}
// VENUS
Entity {
id: venusEntity
Planet {
id: venus
tilt: planetData[Planets.VENUS].tilt
}
PlanetMaterial {
id: materialVenus
effect: effectDB
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/venusmap.jpg"
normalMap: "qrc:/images/solarsystemscope/venusnormal.jpg"
shininess: shininessSpecularMap
}
property Transform transformVenus: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(venus.x, venus.y, venus.z))
m.rotate(venus.tilt, tiltAxis)
m.rotate(venus.roll, rollAxis)
m.scale(venus.r)
return m
}
}
components: [ venus, materialVenus, transformVenus ]
}
// EARTH
//! [1]
Entity {
id: earthEntity
Planet {
id: earth
tilt: planetData[Planets.EARTH].tilt
}
PlanetMaterial {
id: materialEarth
effect: effectDSB
ambientLight: ambientStrengthPlanet
diffuseMap: "qrc:/images/solarsystemscope/earthmap2k.jpg"
specularMap: "qrc:/images/solarsystemscope/earthspec2k.jpg"
normalMap: "qrc:/images/solarsystemscope/earthnormal2k.jpg"
shininess: shininessSpecularMap
}
property Transform transformEarth: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(earth.x, earth.y, earth.z))
m.rotate(earth.tilt, tiltAxis)
m.rotate(earth.roll, rollAxis)
m.scale(earth.r)
return m
}
}
components: [ earth, materialEarth, transformEarth ]
}
//! [1]
// EARTH CLOUDS
Entity {
id: earthCloudsEntity
Planet {
id: earthClouds
tilt: planetData[Planets.EARTH].tilt
}
PlanetMaterial {
id: materialEarthClouds
effect: cloudEffect
ambientLight: ambientStrengthClouds
diffuseMap: "qrc:/images/solarsystemscope/earthcloudmapcolortrans.png"
specularMap: "qrc:/images/solarsystemscope/earthcloudmapspec.jpg"
shininess: shininessClouds
opacity: 0.2
}
property Transform transformEarthClouds: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(earth.x, earth.y, earth.z))
m.rotate(earth.tilt, tiltAxis)
m.rotate(earth.roll / 1.2, rollAxis)
m.scale(earthClouds.r)
return m
}
}
components: [ earthClouds, materialEarthClouds, transformEarthClouds ]
}
// MOON
Entity {
id: moonEntity
Planet {
id: moon
tilt: planetData[Planets.MOON].tilt
}
PlanetMaterial {
id: materialMoon
effect: effectDB
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/moonmap2k.jpg"
normalMap: "qrc:/images/solarsystemscope/moonnormal2k.jpg"
shininess: shininessSpecularMap
}
property Transform transformMoon: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(moon.x, moon.y, moon.z))
m.rotate(moon.tilt, tiltAxis)
m.rotate(moon.roll, rollAxis)
m.scale(moon.r)
return m
}
}
components: [ moon, materialMoon, transformMoon ]
}
// MARS
Entity {
id: marsEntity
Planet {
id: mars
tilt: planetData[Planets.MARS].tilt
}
PlanetMaterial {
id: materialMars
effect: effectDB
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/marsmap2k.jpg"
normalMap: "qrc:/images/solarsystemscope/marsnormal2k.jpg"
shininess: shininessSpecularMap
}
property Transform transformMars: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(mars.x, mars.y, mars.z))
m.rotate(mars.tilt, tiltAxis)
m.rotate(mars.roll, rollAxis)
m.scale(mars.r)
return m
}
}
components: [ mars, materialMars, transformMars ]
}
// JUPITER
Entity {
id: jupiterEntity
Planet {
id: jupiter
tilt: planetData[Planets.JUPITER].tilt
}
PlanetMaterial {
id: materialJupiter
effect: effectD
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/jupitermap.jpg"
shininess: shininessBasic
}
property Transform transformJupiter: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(jupiter.x, jupiter.y, jupiter.z))
m.rotate(jupiter.tilt, tiltAxis)
m.rotate(jupiter.roll, rollAxis)
m.scale(jupiter.r)
return m
}
}
components: [ jupiter, materialJupiter, transformJupiter ]
}
// SATURN
Entity {
id: saturnEntity
Planet {
id: saturn
tilt: planetData[Planets.SATURN].tilt
}
PlanetMaterial {
id: materialSaturn
effect: shadowMapEffect
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/saturnmap.jpg"
shininess: shininessBasic
}
property Transform transformSaturn: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(saturn.x, saturn.y, saturn.z))
m.rotate(saturn.tilt, tiltAxis)
m.rotate(saturn.roll, rollAxis)
m.scale(saturn.r)
return m
}
}
components: [ saturn, materialSaturn, transformSaturn ]
}
// SATURN RING
Entity {
id: saturnRingEntity
Ring {
id: saturnRing
innerRadius: saturnRingInnerRadius
outerRadius: saturnRingOuterRadius
}
PlanetMaterial {
id: materialSaturnRing
effect: shadowMapEffect
ambientLight: ambientStrengthRing
specularColor: Qt.rgba(0.01, 0.01, 0.01, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/saturnringcolortrans.png"
shininess: shininessBasic
opacity: 0.4
}
property Transform transformSaturnRing: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(saturn.x, saturn.y, saturn.z))
m.rotate(saturn.tilt, tiltAxis)
m.rotate(saturn.roll / 10, rollAxis)
m.scale((saturnRing.innerRadius + saturnRing.outerRadius) / 1.75)
return m
}
}
components: [ saturnRing, materialSaturnRing, transformSaturnRing ]
}
// URANUS
Entity {
id: uranusEntity
Planet {
id: uranus
tilt: planetData[Planets.URANUS].tilt
}
PlanetMaterial {
id: materialUranus
effect: shadowMapEffect
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/uranusmap.jpg"
shininess: shininessBasic
}
property Transform transformUranus: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(uranus.x, uranus.y, uranus.z))
m.rotate(uranus.tilt, tiltAxis)
m.rotate(uranus.roll, rollAxis)
m.scale(uranus.r)
return m
}
}
components: [ uranus, materialUranus, transformUranus ]
}
// URANUS RING
Entity {
id: uranusRingEntity
Ring {
id: uranusRing
innerRadius: uranusRingInnerRadius
outerRadius: uranusRingOuterRadius
}
PlanetMaterial {
id: materialUranusRing
effect: shadowMapEffect
ambientLight: ambientStrengthRing
specularColor: Qt.rgba(0.01, 0.01, 0.01, 1.0)
diffuseMap: "qrc:/images/nasa/uranusringcolortrans.png"
shininess: shininessBasic
opacity: 0.4
}
property Transform transformUranusRing: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(uranus.x, uranus.y, uranus.z))
m.rotate(uranus.tilt, tiltAxis)
m.rotate(uranus.roll / 10, rollAxis)
m.scale((uranusRing.innerRadius + uranusRing.outerRadius) / 1.75)
return m
}
}
components: [ uranusRing, materialUranusRing, transformUranusRing ]
}
// NEPTUNE
Entity {
id: neptuneEntity
Planet {
id: neptune
tilt: planetData[Planets.NEPTUNE].tilt
}
PlanetMaterial {
id: materialNeptune
effect: effectD
ambientLight: ambientStrengthPlanet
specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
diffuseMap: "qrc:/images/solarsystemscope/neptunemap.jpg"
shininess: shininessBasic
}
property Transform transformNeptune: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(neptune.x, neptune.y, neptune.z))
m.rotate(neptune.tilt, tiltAxis)
m.rotate(neptune.roll, rollAxis)
m.scale(neptune.r)
return m
}
}
components: [ neptune, materialNeptune, transformNeptune ]
}
}
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