qtdoc/examples/demos/xr_physicsbase_teleportation/BeamModel.qml

91 lines
2.6 KiB
QML

// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick3D
import QtQuick3D.Helpers
Model {
id: beamModel
pickable: false
property color color: "red"
function generate(beamParts, segments, tubeRadius) {
beamMesh.generateMesh(beamParts, segments, tubeRadius)
}
function show() {
opacity = 0.7
}
function hide() {
opacity = 0.
}
visible: opacity > 0.1
opacity: 0.7
Behavior on opacity {
NumberAnimation {
duration: 100
}
}
materials: [
PrincipledMaterial {
baseColor: beamModel.color
lighting: PrincipledMaterial.NoLighting
}
]
geometry: ProceduralMesh {
id: beamMesh
function generateMesh(beamParts, segments = 3, tubeRadius = 1) {
let verts = []
let norms = []
let uvs = []
let indices = []
const rings = beamParts.length
for (var i = 0; i < rings; ++i) {
const pos = beamParts[i]
const fwd = i > 0 ? beamParts[i].minus(beamParts[i - 1]) : beamParts[1].minus(beamParts[0])
const quat = Quaternion.fromAxisAndAngle(fwd, 360/segments)
let perp = Qt.vector3d(0, tubeRadius, 0)
for (var j = 0; j <= segments; ++j) {
const posX = pos.x + perp.x
const posY = pos.y + perp.y
const posZ = pos.z + perp.z
perp = quat.times(perp)
verts.push(Qt.vector3d(posX, posY, posZ));
const normal = Qt.vector3d(posX - pos.x, posY, posZ - pos.z).normalized();
norms.push(normal);
uvs.push(Qt.vector2d(i / rings, j / segments));
}
}
for (let i = 0; i < rings - 1; ++i) {
for (let j = 0; j < segments; ++j) {
const a = (segments + 1) * i + j;
const b = (segments + 1) * (i + 1) + j;
const c = (segments + 1) * (i + 1) + j + 1;
const d = (segments + 1) * i + j + 1;
// Generate two triangles for each quad in the mesh
// Adjust order to be counter-clockwise
indices.push(a, d, b);
indices.push(b, d, c);
}
}
positions = verts
normals = norms
uv0s = uvs
indexes = indices
}
}
}