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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.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0

Entity {
    id: root

    components: [
        FrameGraph {
            ForwardRenderer {
                camera: basicCamera
                clearColor: "black"
            }
        },
        // Event Source will be set by the Qt3DQuickWindow
        InputSettings { }
    ]

    Camera {
        id: basicCamera
        projectionType: CameraLens.PerspectiveProjection
        fieldOfView: 60
        aspectRatio: 16/9
        nearPlane:   0.01
        farPlane:    1000.0
        position: Qt.vector3d( 0.0, 0.0, 40.0 )
        viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
        upVector:   Qt.vector3d( 0.0, 1.0, 0.0 )
    }

    // So that the camera is rendered always at the same position as the camera
    SkyboxEntity {
        cameraPosition: basicCamera.position
        baseName: "qrc:/assets/cubemaps/miramar/miramar"
        extension: ".webp"
    }

    FirstPersonCameraController { camera: basicCamera }

    Entity {
        components: [
            SphereMesh { radius: 5 },
            PhongMaterial { diffuse: "dodgerblue" }
        ]
    }
}