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// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
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 ]
}
}
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