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/****************************************************************************
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** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
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import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
import QtQuick 2.0 as QQ2
import QtQuick.Window 2.2 as W
import QtQuick.Scene3D 2.0
Entity {
id: sceneRoot
property Layer contentLayer: Layer {}
property Layer debugLayer: Layer {}
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: _view.width * 0.5 / _view.height
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 )
}
Camera {
id: camera2
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: _view.width * 0.5 / (_view.height * 0.5)
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 40.0, 5.0, -20.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
Camera {
id: camera3
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: _view.width * 0.5 / (_view.height * 0.5)
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 40.0, 5.0, -20.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
FirstPersonCameraController {
camera: camera
}
// Draw 2 viewports
// one with the content, the other with content + debug volumes
components: [
RenderSettings {
Viewport {
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
RenderSurfaceSelector {
ClearBuffers {
buffers : ClearBuffers.ColorDepthBuffer
NoDraw {}
}
Viewport {
normalizedRect: Qt.rect(0.0, 0.0, 0.5, 1.0)
CameraSelector {
camera: camera
LayerFilter { layers: sceneRoot.contentLayer }
}
}
Viewport {
normalizedRect: Qt.rect(0.5, 0.0, 0.5, 0.5)
CameraSelector {
camera: camera2
LayerFilter {
// To show Debug volumes
layers: [sceneRoot.contentLayer, sceneRoot.debugLayer]
}
}
}
Viewport {
normalizedRect: Qt.rect(0.5, 0.5, 0.5, 0.5)
CameraSelector {
camera: camera3
LayerFilter {
// To show Debug volumes
layers: [sceneRoot.contentLayer, sceneRoot.debugLayer]
}
}
}
}
}
},
InputSettings {}
]
CuboidMesh { id: cubeMesh }
PickableEntity {
id: cube1
property real scaleFactor: isPressed ? 3.0 : 1.0
QQ2.Behavior on scaleFactor { QQ2.NumberAnimation { duration: 150; easing.type: QQ2.Easing.InQuad } }
layer: sceneRoot.contentLayer
mesh: cubeMesh
scale: cube1.scaleFactor
x: -8
ambientColor: "green"
diffuseColor: "green"
hoverEnabled: true
onPressed: cube1.diffuseColor = "orange"
onReleased: cube1.diffuseColor = "green"
onEntered: cube1.ambientColor = "blue"
onExited: cube1.ambientColor = "green"
onClicked: console.log("Clicked cube 1")
}
PickableEntity {
id: cube2
layer: sceneRoot.contentLayer
mesh: cubeMesh
ambientColor: cube2.containsMouse ? "blue" : "red"
scale: 1.5
hoverEnabled: true
onPressed: cube2.diffuseColor = "white"
onReleased: cube2.diffuseColor = "red"
property bool toggled: false
onClicked: {
console.log("Clicked cube 2", event.button)
toggled = !toggled
}
}
PickableEntity {
id: cube3
layer: sceneRoot.contentLayer
mesh: cubeMesh
diffuseColor: "yellow"
property bool toggled: false
property real scaleFactor: toggled ? 5.0 : 0.5
QQ2.Behavior on scaleFactor { QQ2.NumberAnimation { duration: 200; easing.type: QQ2.Easing.InQuad } }
scale: cube3.scaleFactor
x: 8
onPressed: cube3.toggled = !cube3.toggled
onEntered: cube3.ambientColor = "black"
onExited: cube3.ambientColor = "white"
onClicked: console.log("Clicked cube 3")
}
Entity {
readonly property ObjectPicker objectPicker: ObjectPicker {
hoverEnabled: true
onPressed: cube4.toggled = !cube4.toggled
onClicked: console.log("Clicked cube 4's parent Entity")
onEntered: cube4.material.diffuse = "white"
onExited: cube4.material.diffuse = "blue"
}
components: [objectPicker]
Entity {
id: cube4
property bool toggled: false
property real scaleFactor: toggled ? 2.0 : 1.0
QQ2.Behavior on scaleFactor { QQ2.NumberAnimation { duration: 200; easing.type: QQ2.Easing.InQuad } }
readonly property Transform transform: Transform {
scale: cube4.scaleFactor
translation: Qt.vector3d(3, 4, 0)
}
readonly property PhongMaterial material: PhongMaterial { diffuse: "red" }
components: [cubeMesh, transform, material, sceneRoot.contentLayer]
}
}
}