mirror of https://github.com/qt/qt3d.git
274 lines
10 KiB
QML
274 lines
10 KiB
QML
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/****************************************************************************
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**
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** Copyright (C) 2017 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 2.10
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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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RenderTarget {
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id: intermediateRenderTarget
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attachments : [
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RenderTargetOutput {
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objectName : "color"
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attachmentPoint : RenderTargetOutput.Color0
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texture : Texture2D {
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id : colorAttachment0
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width : 1024
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height : 768
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format : Texture.R32F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode {
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x: WrapMode.ClampToEdge
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y: WrapMode.ClampToEdge
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}
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}
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},
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RenderTargetOutput {
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objectName : "color"
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attachmentPoint : RenderTargetOutput.Color1
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texture : Texture2D {
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id : colorAttachment1
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width : 1024
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height : 1024
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format : Texture.R32F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode {
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x: WrapMode.ClampToEdge
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y: WrapMode.ClampToEdge
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}
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}
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}
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]
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}
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components: [
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RenderSettings {
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activeFrameGraph: RenderSurfaceSelector {
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Viewport {
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RenderTargetSelector {
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target: intermediateRenderTarget
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NoDraw {}
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}
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RenderTargetSelector {
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target: RenderTarget {
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id: renderTarget
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attachments : [
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RenderTargetOutput {
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objectName : "color"
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attachmentPoint : RenderTargetOutput.Color0
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texture : Texture2D {
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id : colorAttachment
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width : 1024
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height : 768
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format : Texture.RGBA32F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode {
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x: WrapMode.ClampToEdge
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y: WrapMode.ClampToEdge
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}
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}
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},
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RenderTargetOutput {
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objectName : "depth"
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attachmentPoint : RenderTargetOutput.Depth
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texture : Texture2D {
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id : depthAttachment
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width : 1024
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height : 1024
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format : Texture.D32F
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generateMipMaps : false
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magnificationFilter : Texture.Linear
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minificationFilter : Texture.Linear
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wrapMode {
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x: WrapMode.ClampToEdge
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y: WrapMode.ClampToEdge
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}
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}
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}
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]
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}
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ClearBuffers {
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clearColor: "white"
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buffers: ClearBuffers.ColorDepthBuffer
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CameraSelector {
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camera: camera
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}
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}
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}
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NoDraw{
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BlitFramebuffer {
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source: renderTarget
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destination: intermediateRenderTarget
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sourceRect: Qt.rect(0,0,1024,768)
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destinationRect: Qt.rect(0,0,1024,1024)
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sourceAttachmentPoint: RenderTargetOutput.Color0
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destinationAttachmentPoint: RenderTargetOutput.Color0
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interpolationMethod: BlitFramebuffer.Linear
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}
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BlitFramebuffer {
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source: intermediateRenderTarget
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sourceRect: Qt.rect(0,0,1024,1024)
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destinationRect: Qt.rect(0,0,512,384)
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sourceAttachmentPoint: RenderTargetOutput.Color0
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interpolationMethod: BlitFramebuffer.Linear
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}
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BlitFramebuffer {
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source: renderTarget
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sourceRect: Qt.rect(0,0,1024,768)
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destinationRect: Qt.rect(0,384,512,384)
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sourceAttachmentPoint: RenderTargetOutput.Color0
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interpolationMethod: BlitFramebuffer.Linear
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}
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BlitFramebuffer {
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source: renderTarget
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sourceRect: Qt.rect(128,200,256,256)
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destinationRect: Qt.rect(512,384,512,384)
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sourceAttachmentPoint: RenderTargetOutput.Color0
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interpolationMethod: BlitFramebuffer.Linear
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}
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BlitFramebuffer {
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source: renderTarget
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sourceRect: Qt.rect(128,200,256,256)
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destinationRect: Qt.rect(512,0,512,384)
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sourceAttachmentPoint: RenderTargetOutput.Color0
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interpolationMethod: BlitFramebuffer.Nearest
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}
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}
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}
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}
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}
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]
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PhongMaterial {
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id: material
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}
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TorusMesh {
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id: torusMesh
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radius: 5
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minorRadius: 1
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rings: 100
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slices: 20
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}
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Transform {
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id: torusTransform
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scale3D: Qt.vector3d(1.5, 1, 0.5)
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rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
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}
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Entity {
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id: torusEntity
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components: [ torusMesh, material, torusTransform ]
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}
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SphereMesh {
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id: sphereMesh
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radius: 3
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}
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Transform {
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id: sphereTransform
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property real userAngle: 0.0
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matrix: {
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var m = Qt.matrix4x4();
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m.rotate(userAngle, Qt.vector3d(0, 1, 0));
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m.translate(Qt.vector3d(20, 0, 0));
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return m;
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}
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}
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QQ2.NumberAnimation {
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target: sphereTransform
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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: [ sphereMesh, material, sphereTransform ]
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}
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}
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