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import Qt3D.Core 2.14
import Qt3D.Render 2.14
import Qt3D.Input 2.14
import Qt3D.Extras 2.14
import QtQuick 2.14 as QQ2
Entity {
id: sceneRoot
property color sceneColor
property bool clearColor: true
Camera {
id: camera
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 )
}
FirstPersonCameraController { camera: camera }
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
camera: camera
clearColor: "transparent"
buffersToClear: sceneRoot.clearColor ? ClearBuffers.ColorDepthBuffer : ClearBuffers.DepthBuffer
}
},
InputSettings { }
]
PhongMaterial {
id: material
diffuse: sceneColor
}
TorusMesh {
id: torusMesh
radius: 5
minorRadius: 1
rings: 100
slices: 20
}
Transform {
id: torusTransform
scale3D: Qt.vector3d(1.5, 1, 0.5)
rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
}
Entity {
id: torusEntity
components: [ torusMesh, material, torusTransform ]
}
SphereMesh {
id: sphereMesh
radius: 3
}
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;
}
}
QQ2.NumberAnimation {
target: sphereTransform
property: "userAngle"
duration: 10000
from: 0
to: 360
loops: QQ2.Animation.Infinite
running: true
}
Entity {
id: sphereEntity
components: [ sphereMesh, material, sphereTransform ]
}
}