main.qml Example File | Qt 3D 5.9

Qt 5.9 | Qt 3D | Qt 3D: Scene2D QML Example | main.qml Example File

Qt 5.9.9 Reference Documentation

# main.qml Example File

scene2d/main.qml

      /****************************************************************************
      **
      ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: https://www.qt.io/licensing/
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      ** This file is part of the Qt3D module of the Qt Toolkit.
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      ** $QT_BEGIN_LICENSE:BSD$
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      import Qt3D.Core 2.9
      import Qt3D.Render 2.9
      import Qt3D.Extras 2.9
      import Qt3D.Input 2.0

      import QtQuick 2.0
      import QtQuick.Scene2D 2.9
      import QtQuick.Controls 1.4
      import QtQuick.Layouts 1.2

      Entity {
          id: sceneRoot

          Camera {
              id: camera
              projectionType: CameraLens.PerspectiveProjection
              position: Qt.vector3d( 0.0, 0.0, 20 )
          }

          components: [
              RenderSettings {
                  activeFrameGraph: ForwardRenderer {
                      camera: camera
                      clearColor: "white"
                  }
                  pickingSettings.pickMethod: PickingSettings.TrianglePicking
              },
              InputSettings {}
          ]

          Entity {
              id: logoEntity

              Transform {
                  id: logoTransform
                  scale: 1
                  translation: Qt.vector3d( 0, 0, logoControls.logoCentreZ )
                  rotation: fromEulerAngles( logoControls.rotationX,
                                             logoControls.rotationY,
                                             logoControls.rotationZ )
              }

              Mesh {
                  id: logoMesh
                  source: "Qt_logo.obj"
              }

              PhongMaterial {
                  id: logoMaterial
                  ambient: Qt.rgba( logoControls.colorR/255,
                                    logoControls.colorG/255,
                                    logoControls.colorB/255, 1.0 )
                  diffuse: Qt.rgba( 0.1, 0.1, 0.1, 0.5 )
                  shininess: logoControls.shininess
              }

              components: [ logoTransform, logoMesh, logoMaterial ]
          }

          Entity {
              id: cube

              components: [cubeTransform, cubeMaterial, cubeMesh, cubePicker]

              property real rotationAngle: 0

              Behavior on rotationAngle {
                  enabled: logoControls.enabled
                  RotationAnimation {
                      direction: RotationAnimation.Shortest
                      duration: 450
                  }
              }

              RotationAnimation on rotationAngle {
                  running: !logoControls.enabled
                  loops: Animation.Infinite
                  from: 0; to: 360
                  duration: 4000
                  onStopped: cube.rotationAngle = 0
              }

              Transform {
                  id: cubeTransform
                  translation: Qt.vector3d(2, 0, 10)
                  scale3D: Qt.vector3d(1, 4, 1)
                  rotation: fromAxisAndAngle(Qt.vector3d(0,1,0), cube.rotationAngle)
              }

              CuboidMesh {
                  id: cubeMesh
              }

              ObjectPicker {
                  id: cubePicker
                  hoverEnabled: true
                  dragEnabled: true

                  // Explicitly require a middle click to have the Scene2D grab the mouse
                  // events from the picker
                  onPressed: {
                      if (pick.button === PickEvent.MiddleButton) {
                          qmlTexture.mouseEnabled = !qmlTexture.mouseEnabled
                          logoControls.enabled = !logoControls.enabled
                      }
                  }
              }

              TextureMaterial {
                  id: cubeMaterial
                  texture: offscreenTexture
              }

              Scene2D {
                  id: qmlTexture
                  output: RenderTargetOutput {
                      attachmentPoint: RenderTargetOutput.Color0
                      texture: Texture2D {
                          id: offscreenTexture
                          width: 256
                          height: 1024
                          format: Texture.RGBA8_UNorm
                          generateMipMaps: true
                          magnificationFilter: Texture.Linear
                          minificationFilter: Texture.LinearMipMapLinear
                          wrapMode {
                              x: WrapMode.ClampToEdge
                              y: WrapMode.ClampToEdge
                          }
                      }
                  }

                  entities: [ cube ]
                  mouseEnabled: false

                  LogoControls {
                      id: logoControls
                      width: offscreenTexture.width
                      height: offscreenTexture.height
                  }
              }
          }
      }