summaryrefslogtreecommitdiffstats
path: root/examples/qt3d/scene2d/main.qml
blob: 37727b95271eeec97d122b84283450a61784053c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
/****************************************************************************
**
** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
** 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 Qt3D.Core 2.15
import Qt3D.Render 2.15
import Qt3D.Extras 2.15
import Qt3D.Input 2.15

import QtQuick 2.15
import QtQuick.Scene2D 2.15

Entity {
    id: sceneRoot

    Camera {
        id: camera
        projectionType: CameraLens.PerspectiveProjection
        position: Qt.vector3d( 0.0, 0.0, 20 )
    }

    components: [
        RenderSettings {
            activeFrameGraph: ForwardRenderer {
                camera: camera
                clearColor: "white"
            }
            pickingSettings.pickMethod: PickingSettings.TrianglePicking
        },
        InputSettings {}
    ]

    Entity {
        id: logoEntity

        Transform {
            id: logoTransform
            scale: 1
            translation: Qt.vector3d( 0, 0, logoControls.logoCentreZ )
            rotation: fromEulerAngles( logoControls.rotationX,
                                       logoControls.rotationY,
                                       logoControls.rotationZ )
        }

        Mesh {
            id: logoMesh
            source: "Qt_logo.obj"
        }

        PhongMaterial {
            id: logoMaterial
            diffuse: Qt.rgba( logoControls.colorR/255,
                              logoControls.colorG/255,
                              logoControls.colorB/255, 1.0 )
            ambient: Qt.rgba( 0.1, 0.1, 0.1, 1.0 )
            shininess: logoControls.shininess
        }

        components: [ logoTransform, logoMesh, logoMaterial ]
    }

    Entity {
        id: cube

        components: [cubeTransform, cubeMaterial, cubeMesh, cubePicker]

        property real rotationAngle: 0

        Behavior on rotationAngle {
            enabled: logoControls.enabled
            RotationAnimation {
                direction: RotationAnimation.Shortest
                duration: 450
            }
        }

        RotationAnimation on rotationAngle {
            running: !logoControls.enabled
            loops: Animation.Infinite
            from: 0; to: 360
            duration: 4000
            onStopped: cube.rotationAngle = 0
        }

        Transform {
            id: cubeTransform
            translation: Qt.vector3d(2, 0, 10)
            scale3D: Qt.vector3d(1, 4, 1)
            rotation: fromAxisAndAngle(Qt.vector3d(0,1,0), cube.rotationAngle)
        }

        CuboidMesh {
            id: cubeMesh
        }

        ObjectPicker {
            id: cubePicker
            hoverEnabled: true
            dragEnabled: true

            // Explicitly require a middle click to have the Scene2D grab the mouse
            // events from the picker
            onPressed: {
                if (pick.button === PickEvent.MiddleButton) {
                    qmlTexture.mouseEnabled = !qmlTexture.mouseEnabled
                    logoControls.enabled = !logoControls.enabled
                }
            }
        }

        TextureMaterial {
            id: cubeMaterial
            texture: offscreenTexture
        }

        Scene2D {
            id: qmlTexture
            output: RenderTargetOutput {
                attachmentPoint: RenderTargetOutput.Color0
                texture: Texture2D {
                    id: offscreenTexture
                    width: 256
                    height: 1024
                    format: Texture.RGBA8_UNorm
                    generateMipMaps: true
                    magnificationFilter: Texture.Linear
                    minificationFilter: Texture.LinearMipMapLinear
                    wrapMode {
                        x: WrapMode.ClampToEdge
                        y: WrapMode.ClampToEdge
                    }
                }
            }

            entities: [ cube ]
            mouseEnabled: false

            LogoControls {
                id: logoControls
                width: offscreenTexture.width
                height: offscreenTexture.height
            }
        }
    }
}