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
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
|
// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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 ]
}
}
|