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| ****************************************************************************/ |
| |
| import Qt3D.Render 2.0 |
| |
| // TODO: Once support for meshes from arrays is implemented, replace ring.obj with that |
| Mesh { |
| property real innerRadius |
| property real outerRadius |
| /* |
| property real ringSegments |
| |
| property var vertices: [] |
| property var faces: [] |
| property var faceVertexUvs: [] |
| */ |
| |
| source: "qrc:/meshes/ring.obj" |
| |
| // Converted from the _RingGeometry() method in the threex.planets.js extension. |
| /* |
| function makeRing() { |
| innerRadius = innerRadius || 0 |
| outerRadius = outerRadius || 50 |
| var thetaSegments = ringSegments || 8 |
| console.log(innerRadius + "," + outerRadius + "," + thetaSegments) |
| |
| var normal = Qt.vector3d(0, 0, 1) |
| |
| for (var i = 0; i < thetaSegments; i++) { |
| var angleLo = (i / thetaSegments) * Math.PI * 2 |
| var angleHi = ((i + 1) / thetaSegments) * Math.PI * 2 |
| |
| var vertex1 = Qt.vector3d(innerRadius * Math.cos(angleLo), |
| innerRadius * Math.sin(angleLo), |
| 0) |
| var vertex2 = Qt.vector3d(outerRadius * Math.cos(angleLo), |
| outerRadius * Math.sin(angleLo), |
| 0) |
| var vertex3 = Qt.vector3d(innerRadius * Math.cos(angleHi), |
| innerRadius * Math.sin(angleHi), |
| 0) |
| var vertex4 = Qt.vector3d(outerRadius * Math.cos(angleHi), |
| outerRadius * Math.sin(angleHi), |
| 0) |
| |
| vertices.push(vertex1) |
| vertices.push(vertex2) |
| vertices.push(vertex3) |
| vertices.push(vertex4) |
| |
| var vertexIdx = i * 4 |
| |
| // Create the first triangle |
| var face = Qt.vector4d(vertexIdx + 0, vertexIdx + 1, vertexIdx + 2, normal) |
| var uvs = [] |
| |
| var uv = Qt.vector2d(0, 0) |
| uvs.push(uv) |
| uv = Qt.vector2d(1, 0) |
| uvs.push(uv) |
| uv = Qt.vector2d(0, 1) |
| uvs.push(uv) |
| |
| faces.push(face) |
| //faceVertexUvs[0].push(uvs) |
| faceVertexUvs.push(uvs) |
| |
| // Create the second triangle |
| face = Qt.vector4d(vertexIdx + 2, vertexIdx + 1, vertexIdx + 3, normal) |
| uvs = [] |
| |
| uv = Qt.vector2d(0, 1) |
| uvs.push(uv) |
| uv = Qt.vector2d(1, 0) |
| uvs.push(uv) |
| uv = Qt.vector2d(1, 1) |
| uvs.push(uv) |
| |
| faces.push(face) |
| //faceVertexUvs[0].push(uvs) |
| faceVertexUvs.push(uvs) |
| } |
| |
| computeFaceNormals() |
| } |
| |
| // Converted from the computeFaceNormals() method in the three.js extension. |
| function computeFaceNormals() { |
| var cb = Qt.vector3d(0, 0, 0) |
| var ab = Qt.vector3d(0, 0, 0) |
| |
| for (var f = 0, fl = faces.length; f < fl; f ++) { |
| var face = faces[f] |
| |
| var vA = vertices[face.x] |
| var vB = vertices[face.y] |
| var vC = vertices[face.z] |
| |
| cb = vC.minus(vB) |
| ab = vA.minus(vB) |
| cb = cb.crossProduct(ab) |
| |
| cb = cb.normalized() |
| |
| face.w = cb |
| } |
| } |
| */ |
| } |
| |
| |