Ring.qml Example File | Qt3D Module 5.5

- Qt 5.5
- Qt3D Module
- Qt3D: Planets QML Example
- Ring.qml Example File
- Qt 5.5.1 Reference Documentation

# Ring.qml Example File

planets-qml/Ring.qml

    /****************************************************************************
    **
    ** Copyright (C) 2015 The Qt Company Ltd.
    ** Contact: http://www.qt.io/licensing/
    **
    ** This file is part of the Qt3D module of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:LGPL3$
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    ** GNU Lesser General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU Lesser
    ** General Public License version 3 as published by the Free Software
    ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
    ** packaging of this file. Please review the following information to
    ** ensure the GNU Lesser General Public License version 3 requirements
    ** will be met: https://www.gnu.org/licenses/lgpl.html.
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    ** GNU General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU
    ** General Public License version 2.0 or later as published by the Free
    ** Software Foundation and appearing in the file LICENSE.GPL included in
    ** the packaging of this file. Please review the following information to
    ** ensure the GNU General Public License version 2.0 requirements will be
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    import Qt3D.Renderer 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
            }
        }
        */
    }