qt3d/examples/bigscene-cpp/main.cpp

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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
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** $QT_END_LICENSE$
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****************************************************************************/
#include <QGuiApplication>
#include <QPropertyAnimation>
#include <Qt3DCore/Window>
#include <Qt3DCore/QEntity>
#include <Qt3DCore/QCamera>
#include <Qt3DCore/QTransform>
#include <Qt3DCore/QTranslateTransform>
#include <Qt3DCore/QRotateTransform>
#include <Qt3DCore/QScaleTransform>
#include <Qt3DRenderer/QViewport>
#include <Qt3DRenderer/QFrameGraph>
#include <Qt3DRenderer/QClearBuffer>
#include <Qt3DRenderer/QCylinderMesh>
#include <Qt3DRenderer/QRenderAspect>
#include <Qt3DRenderer/QCameraSelector>
#include <Qt3DRenderer/QTechniqueFilter>
#include <qmath.h>
using namespace Qt3D;
int main(int ac, char **av)
{
QGuiApplication app(ac, av);
Window view;
view.registerAspect(new QRenderAspect());
QEntity *root = new QEntity();
// Camera
QCamera *cameraEntity = new QCamera(root);
cameraEntity->setObjectName(QStringLiteral("cameraEntity"));
cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
cameraEntity->setPosition(QVector3D(0, -250.0f, -50.0f));
cameraEntity->setUpVector(QVector3D(0, 1, 0));
cameraEntity->setViewCenter(QVector3D(0, 0, 0));
view.setCamera(cameraEntity);
// FrameGraph
QFrameGraph *frameGraph = new QFrameGraph();
QTechniqueFilter *techniqueFilter = new QTechniqueFilter();
QViewport *viewport = new QViewport(techniqueFilter);
QClearBuffer *clearBuffer = new QClearBuffer(viewport);
QCameraSelector *cameraSelector = new QCameraSelector(clearBuffer);
viewport->setRect(QRectF(0, 0, 1, 1));
clearBuffer->setBuffers(Qt3D::QClearBuffer::ColorDepthBuffer);
cameraSelector->setCamera(cameraEntity);
frameGraph->setActiveFrameGraph(techniqueFilter);
root->addComponent(frameGraph);
const float radius = 100.0f;
const int max = 1000;
const float det = 1.0f / max;
// Scene
for (int i = 0; i < max; i++) {
QEntity *e = new QEntity();
Qt3D::QTransform *transform = new Qt3D::QTransform();
QTranslateTransform *translation = new QTranslateTransform();
QRotateTransform *rotateX = new QRotateTransform();
QRotateTransform *rotateZ = new QRotateTransform();
QCylinderMesh *mesh = new QCylinderMesh();
mesh->setRings(50.0f);
mesh->setSlices(30.0f);
mesh->setRadius(2.5f);
mesh->setLength(5.0f);
const float angle = M_PI * 2.0f * i * det * 10.;
translation->setTranslation(QVector3D(radius * cos(angle), 200.* i * det, radius * sin(angle)));
rotateX->setAxis(QVector3D(1.0f, 0.0f, 0.0f));
rotateZ->setAxis(QVector3D(0.0f, 0.0f, 1.0f));
rotateX->setAngleDeg(30.0f * i);
rotateZ->setAngleDeg(45.0f * i);
QPropertyAnimation *animX = new QPropertyAnimation(rotateX, "angle");
animX->setDuration(2400 * i);
animX->setStartValue(QVariant::fromValue(i * 30.0f));
animX->setEndValue(QVariant::fromValue((i + 1) * 390.0f));
animX->setLoopCount(-1);
animX->start();
QPropertyAnimation *animZ = new QPropertyAnimation(rotateZ, "angle");
animZ->setDuration(2400 * i);
animZ->setStartValue(QVariant::fromValue(i * 20.0f));
animZ->setEndValue(QVariant::fromValue((i + 1) * 380.0f));
animZ->setLoopCount(-1);
animZ->start();
transform->addTransform(rotateX);
transform->addTransform(rotateZ);
transform->addTransform(translation);
e->addComponent(transform);
e->addComponent(mesh);
e->setParent(root);
}
view.setRootEntity(root);
view.show();
return app.exec();
}