mirror of https://github.com/qt/qt3d.git
288 lines
8.9 KiB
QML
288 lines
8.9 KiB
QML
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/****************************************************************************
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**
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** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.2 as QQ2
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import Qt3D.Core 2.0
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import Qt3D.Render 2.0
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import Qt3D.Input 2.0
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import Qt3D.Extras 2.0
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Entity {
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id: sceneRoot
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Camera {
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id: camera
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projectionType: CameraLens.PerspectiveProjection
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fieldOfView: 45
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aspectRatio: 16/9
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nearPlane : 0.1
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farPlane : 1000.0
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position: Qt.vector3d( 0.0, 0.0, 40.0 )
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upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
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viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
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}
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OrbitCameraController { camera: camera }
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components: [
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RenderSettings {
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activeFrameGraph: ForwardRenderer {
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clearColor: Qt.rgba(0.5, 0.5, 1, 1)
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camera: camera
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}
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},
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// Event Source will be set by the Qt3DQuickWindow
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InputSettings { }
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]
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PerVertexColorMaterial {
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id: material
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}
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function buildVertexBufferData()
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{
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// Vertices
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var v0 = Qt.vector3d(-1.0, 0.0, -1.0)
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var v1 = Qt.vector3d(1.0, 0.0, -1.0)
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var v2 = Qt.vector3d(0.0, 1.0, 0.0)
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var v3 = Qt.vector3d(0.0, 0.0, 1.0)
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// Face Normals
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function normal(v0, v1, v2) {
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return v1.minus(v0).crossProduct(v2.minus(v0)).normalized();
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}
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var n023 = normal(v0, v2, v3)
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var n012 = normal(v0, v1, v2)
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var n310 = normal(v3, v1, v0)
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var n132 = normal(v1, v3, v2)
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// Vector normals
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var n0 = n023.plus(n012).plus(n310).normalized()
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var n1 = n132.plus(n012).plus(n310).normalized()
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var n2 = n132.plus(n012).plus(n023).normalized()
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var n3 = n132.plus(n310).plus(n023).normalized()
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// Colors
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var red = Qt.vector3d(1.0, 0.0, 0.0)
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var green = Qt.vector3d(0.0, 1.0, 0.0)
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var blue = Qt.vector3d(0.0, 0.0, 1.0)
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var white = Qt.vector3d(1.0, 1.0, 1.0)
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var vertices = [
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v0, n0, red,
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v1, n1, blue,
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v2, n2, green,
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v3, n3, white
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]
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var vertexArray = new Float32Array(4 * (3 + 3 + 3));
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var i = 0;
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vertices.forEach(function(vec3) {
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vertexArray[i++] = vec3.x;
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vertexArray[i++] = vec3.y;
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vertexArray[i++] = vec3.z;
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});
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return vertexArray;
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}
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function buildIndexBufferData()
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{
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var indexArray = new Uint16Array(12);
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// Front
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indexArray[0] = 0;
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indexArray[1] = 1;
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indexArray[2] = 2;
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// Bottom
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indexArray[3] = 3;
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indexArray[4] = 1;
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indexArray[5] = 0;
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// Left
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indexArray[6] = 0;
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indexArray[7] = 2;
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indexArray[8] = 3;
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// Right
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indexArray[9] = 1;
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indexArray[10] = 3;
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indexArray[11] = 2;
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return indexArray;
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}
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function updateVertexColor()
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{
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var angle = colorBufferTimerUpdate.angle
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var c1 = Qt.vector3d(Math.abs(Math.cos(angle + Math.PI * 0.25)),
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Math.abs(Math.sin(angle)),
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Math.abs(Math.cos(angle)));
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var c2 = Qt.vector3d(Math.abs(Math.sin(angle)),
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Math.abs(Math.cos(angle + Math.PI * 0.25)),
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Math.abs(Math.sin(angle + Math.PI * 0.25)));
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var c3 = Qt.vector3d(Math.abs(Math.sin(angle + Math.PI * 0.25)),
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Math.abs(Math.sin(angle)),
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Math.abs(Math.cos(angle)));
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var cols = [c1, c2, c3];
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var byteOffset = 6.0 * 4.0 // 6 * sizeof(float)
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var stride = 9.0 * 4.0 // 9 * sizeof(float)
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var colorArray = new Float32Array(3)
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cols.forEach(function(vec3Col) {
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colorArray[0] = vec3Col.x
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colorArray[1] = vec3Col.y
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colorArray[2] = vec3Col.z
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vertexBuffer.updateData(byteOffset, colorArray)
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byteOffset += stride
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});
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colorBufferTimerUpdate.angle += Math.PI / 360.0;
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}
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QQ2.Timer {
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id: colorBufferTimerUpdate
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interval: 16
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repeat: true
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running: true
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property real angle: 0
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onTriggered: {
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updateVertexColor()
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}
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}
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GeometryRenderer {
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id: customMesh
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instanceCount: 1
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indexOffset: 0
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firstInstance: 0
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primitiveType: GeometryRenderer.Triangles
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Buffer {
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id: vertexBuffer
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type: Buffer.VertexBuffer
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data: buildVertexBufferData()
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}
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Buffer {
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id: indexBuffer
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type: Buffer.IndexBuffer
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data: buildIndexBufferData()
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}
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geometry: Geometry {
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Attribute {
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attributeType: Attribute.VertexAttribute
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vertexBaseType: Attribute.Float
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vertexSize: 3
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byteOffset: 0
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byteStride: 9 * 4
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count: 4
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name: defaultPositionAttributeName()
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buffer: vertexBuffer
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}
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Attribute {
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attributeType: Attribute.VertexAttribute
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vertexBaseType: Attribute.Float
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vertexSize: 3
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byteOffset: 3 * 4
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byteStride: 9 * 4
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count: 4
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name: defaultNormalAttributeName()
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buffer: vertexBuffer
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}
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Attribute {
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attributeType: Attribute.VertexAttribute
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vertexBaseType: Attribute.Float
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vertexSize: 3
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byteOffset: 6 * 4
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byteStride: 9 * 4
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count: 4
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name: defaultColorAttributeName()
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buffer: vertexBuffer
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}
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Attribute {
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attributeType: Attribute.IndexAttribute
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vertexBaseType: Attribute.UnsignedShort
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vertexSize: 1
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byteOffset: 0
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byteStride: 0
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count: 12
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buffer: indexBuffer
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}
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}
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}
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Transform {
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id: meshTransform
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property real userAngle: 0.0
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scale: 10
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rotation: fromAxisAndAngle(Qt.vector3d(0, 1, 0), userAngle)
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}
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QQ2.NumberAnimation {
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target: meshTransform
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property: "userAngle"
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duration: 10000
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from: 0
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to: 360
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loops: QQ2.Animation.Infinite
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running: true
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}
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Entity {
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id: sphereEntity
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components: [ customMesh, material, meshTransform ]
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}
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}
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