blob: ccfa3227fdf180d49938c141514a6cf2aa50c236 [file] [log] [blame]
/****************************************************************************
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import QtQuick 2.14
import Qt3D.Core 2.14
import Qt3D.Render 2.14
import Qt3D.Input 2.14
import Qt3D.Extras 2.14
import QtQuick.Scene3D 2.14
Item {
id: root
Timer {
running: true
repeat: true
interval: 2000
onTriggered: scene3d.visible = !scene3d.visible
}
// Scene3D
Scene3D {
id: scene3d
visible: false
readonly property double halfWidth: width * 0.5
focus: true
anchors.fill: parent
// Make sure to define the input aspect if we want to handle inputs
aspects: ["render", "input"]
multisample: false
Entity { // Root
id: sceneRoot
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
id: forwardRenderer
camera: mainCamera
clearColor: "yellow"
}
},
// Event Source is the Scene3D in that case
InputSettings { }
]
Camera {
id: mainCamera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
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 )
}
PhongMaterial {
id: material
}
TorusMesh {
id: torusMesh
radius: 5
minorRadius: 1
rings: 100
slices: 20
}
SphereMesh {
id: sphereMesh
radius: 3
}
Transform {
id: torusTransform
scale3D: Qt.vector3d(1.5, 1, 0.5)
rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
}
Transform {
id: sphereTransform
property real userAngle: 0.0
matrix: {
var m = Qt.matrix4x4();
m.rotate(userAngle, Qt.vector3d(0, 1, 0));
m.translate(Qt.vector3d(20, 0, 0));
return m;
}
onWorldMatrixChanged: console.log("Sphere WorldMatrix " + worldMatrix)
}
NumberAnimation {
target: sphereTransform
property: "userAngle"
duration: 1000
from: 0
to: 360
loops: Animation.Infinite
running: true
}
Entity {
id: torusEntity
components: [ torusMesh, material, torusTransform ]
}
Entity {
id: sphereEntity
components: [ sphereMesh, material, sphereTransform ]
}
}
}
}