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// Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick 2.9
import Qt3D.Core 2.10
import Qt3D.Render 2.10
import Qt3D.Input 2.0
import Qt3D.Extras 2.9
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, 150.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
OrbitCameraController { camera: camera }
components: [
RenderSettings {
activeFrameGraph: RenderSurfaceSelector {
Viewport {
normalizedRect: Qt.rect(0, 0, 1, 1)
ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
clearColor: Qt.rgba(0.6, 0.6, 0.6, 1.0)
NoDraw {}
}
FrustumCulling {
CameraSelector {
camera: camera
ProximityFilter {
entity: proximityTarget
distanceThreshold: 30
}
}
}
}
}
},
// Event Source will be set by the Qt3DQuickWindow
InputSettings { }
]
SphereMesh {
id: sphereMesh
}
PhongMaterial {
id: phongMaterial
diffuse: "orange"
}
NodeInstantiator {
id: instantiator
model: 64
Entity {
readonly property real angle: Math.PI * 2.0 * model.index % 8
readonly property real radius: 20
readonly property real verticalStep: 10
readonly property color meshColor: Qt.hsla(model.index / instantiator.count, 0.5, 0.5, 1.0);
readonly property Transform transform: Transform {
translation: Qt.vector3d(radius * Math.cos(angle),
(-(instantiator.count / (8 * 2)) + model.index / 8) * verticalStep,
radius * Math.sin(angle))
}
readonly property Material material: Material {
effect: phongMaterial.effect
parameters: Parameter { name: "kd"; value: meshColor }
}
readonly property GeometryRenderer mesh: sphereMesh
components: [ transform, mesh, material ]
}
}
Entity {
id: proximityTarget
readonly property Transform transform: Transform
{
property real y: 0;
SequentialAnimation on y {
NumberAnimation { from: -50; to: 50; duration: 2000; easing.type: Easing.InOutQuart }
NumberAnimation { from: 50; to: -50; duration: 2000; easing.type: Easing.InOutQuart }
loops: Animation.Infinite
}
translation: Qt.vector3d(0.0, y, 0.0)
}
components: [ sphereMesh, phongMaterial, transform ]
}
}
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