mirror of https://github.com/qt/qtdoc.git
91 lines
2.6 KiB
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
|
|
}
|
|
}
|
|
}
|