initial commit

This commit is contained in:
2019-10-03 15:13:51 +02:00
parent 4a5bab6910
commit b16d0f7f3a
+179 -99
View File
@@ -6,13 +6,23 @@
#include <Qt3DCore/QTransform>
#include <Qt3DCore/QAspectEngine>
#include <Qt3DRender/qrenderaspect.h>
#include <Qt3DRender/QRenderStateSet>
#include <Qt3DRender/QRenderAspect>
#include <Qt3DExtras/QForwardRenderer>
#include <Qt3DRender/QCamera>
#include <Qt3DRender/QCameraLens>
#include <Qt3DRender/QMaterial>
#include <Qt3DExtras/Qt3DWindow>
#include <Qt3DExtras/QTorusMesh>
#include <Qt3DExtras/QExtrudedTextMesh>
#include <Qt3DExtras/QPerVertexColorMaterial>
#include <Qt3DRender/QGeometryRenderer>
#include <Qt3DRender/QGeometry>
#include <Qt3DRender/QAttribute>
#include <Qt3DRender/QBuffer>
#include <QPropertyAnimation>
#include <Qt3DExtras/QOrbitCameraController>
#include <Qt3DExtras/QPhongMaterial>
@@ -21,59 +31,8 @@
#include <Qt3DRender/QSceneLoader>
#include <Qt3DInput/QInputAspect>
class SceneWalker : public QObject
{
public:
SceneWalker(Qt3DRender::QSceneLoader *loader) : m_loader(loader) { }
void onStatusChanged();
private:
void walkEntity(Qt3DCore::QEntity *e, int depth = 0);
Qt3DRender::QSceneLoader *m_loader;
};
void SceneWalker::onStatusChanged()
{
qDebug() << "Status changed:" << m_loader->status();
if (m_loader->status() != Qt3DRender::QSceneLoader::Ready)
return;
// The QSceneLoader instance is a component of an entity. The loaded scene
// tree is added under this entity.
QVector<Qt3DCore::QEntity *> entities = m_loader->entities();
// Technically there could be multiple entities referencing the scene loader
// but sharing is discouraged, and in our case there will be one anyhow.
if (entities.isEmpty())
return;
Qt3DCore::QEntity *root = entities[0];
// Print the tree.
walkEntity(root);
// To access a given node (like a named mesh in the scene), use QObject::findChild().
// The scene structure and names always depend on the asset.
Qt3DCore::QEntity *e = root->findChild<Qt3DCore::QEntity *>(QStringLiteral("PlanePropeller_mesh")); // toyplane.obj
if (e)
qDebug() << "Found propeller node" << e << "with components" << e->components();
}
void SceneWalker::walkEntity(Qt3DCore::QEntity *e, int depth)
{
Qt3DCore::QNodeVector nodes = e->childNodes();
for (int i = 0; i < nodes.count(); ++i) {
Qt3DCore::QNode *node = nodes[i];
Qt3DCore::QEntity *entity = qobject_cast<Qt3DCore::QEntity *>(node);
if (entity) {
QString indent;
indent.fill(' ', depth * 2);
qDebug().noquote() << indent << "Entity:" << entity << "Components:" << entity->components();
walkEntity(entity, depth + 1);
}
}
}
cMainWindow::cMainWindow(QWidget *parent) :
QMainWindow(parent),
@@ -81,64 +40,185 @@ cMainWindow::cMainWindow(QWidget *parent) :
{
ui->setupUi(this);
Qt3DExtras::Qt3DWindow* view = new Qt3DExtras::Qt3DWindow();
Qt3DExtras::Qt3DWindow* view = new Qt3DExtras::Qt3DWindow();
view->defaultFrameGraph()->setClearColor(QColor::fromRgbF(0.0, 0.5, 1.0, 1.0));
// Scene Root
Qt3DCore::QEntity* sceneRoot = new Qt3DCore::QEntity();
// Root entity
Qt3DCore::QEntity* rootEntity = new Qt3DCore::QEntity();
// Scene Camera
Qt3DRender::QCamera* basicCamera = view->camera();
basicCamera->setProjectionType(Qt3DRender::QCameraLens::PerspectiveProjection);
basicCamera->setUpVector(QVector3D(0.0f, 1.0f, 0.0f));
basicCamera->setViewCenter(QVector3D(0.0f, 3.5f, 0.0f));
basicCamera->setPosition(QVector3D(0.0f, 3.5f, 25.0f));
// Camera
Qt3DRender::QCamera* cameraEntity = view->camera();
cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
cameraEntity->setPosition(QVector3D(0, 0, -40.0f));
cameraEntity->setUpVector(QVector3D(0, 1, 0));
cameraEntity->setViewCenter(QVector3D(0, 0, 0));
// For camera controls
Qt3DExtras::QFirstPersonCameraController* camController = new Qt3DExtras::QFirstPersonCameraController(sceneRoot);
camController->setCamera(basicCamera);
Qt3DExtras::QOrbitCameraController* camController = new Qt3DExtras::QOrbitCameraController(rootEntity);
camController->setCamera(cameraEntity);
Qt3DCore::QEntity* sceneLoaderEntity = new Qt3DCore::QEntity(sceneRoot);
Qt3DRender::QSceneLoader* sceneLoader = new Qt3DRender::QSceneLoader(sceneLoaderEntity);
SceneWalker sceneWalker(sceneLoader);
QObject::connect(sceneLoader, &Qt3DRender::QSceneLoader::statusChanged, &sceneWalker, &SceneWalker::onStatusChanged);
sceneLoaderEntity->addComponent(sceneLoader);
// Material
Qt3DRender::QMaterial* material = new Qt3DExtras::QPerVertexColorMaterial(rootEntity);
sceneLoader->setSource(QUrl::fromLocalFile("C:\\Users\\VET0572\\OneDrive - WINDESIGN\\Villa Kunterbunt\\OBJ\\New Folder.obj"));
// Torus
Qt3DCore::QEntity* customMeshEntity = new Qt3DCore::QEntity(rootEntity);
// Transform
Qt3DCore::QTransform* transform = new Qt3DCore::QTransform;
transform->setScale(8.0f);
// Custom Mesh (Tetrahedron)
Qt3DRender::QGeometryRenderer* customMeshRenderer = new Qt3DRender::QGeometryRenderer;
Qt3DRender::QGeometry* customGeometry = new Qt3DRender::QGeometry(customMeshRenderer);
Qt3DRender::QBuffer* vertexDataBuffer = new Qt3DRender::QBuffer(customGeometry);
Qt3DRender::QBuffer* indexDataBuffer = new Qt3DRender::QBuffer(customGeometry);
// vec3 for position
// vec3 for colors
// vec3 for normals
/* 2
/|\
/ | \
/ /3\ \
0/___\ 1
*/
// 4 distinct vertices
QByteArray vertexBufferData;
vertexBufferData.resize(4 * (3 + 3 + 3) * sizeof(float));
// Vertices
QVector3D v0(-1.0f, 0.0f, -1.0f);
QVector3D v1(1.0f, 0.0f, -1.0f);
QVector3D v2(0.0f, 1.0f, 0.0f);
QVector3D v3(0.0f, 0.0f, 1.0f);
// Faces Normals
QVector3D n023 = QVector3D::normal(v0, v2, v3);
QVector3D n012 = QVector3D::normal(v0, v1, v2);
QVector3D n310 = QVector3D::normal(v3, v1, v0);
QVector3D n132 = QVector3D::normal(v1, v3, v2);
// Vector Normals
QVector3D n0 = QVector3D(n023 + n012 + n310).normalized();
QVector3D n1 = QVector3D(n132 + n012 + n310).normalized();
QVector3D n2 = QVector3D(n132 + n012 + n023).normalized();
QVector3D n3 = QVector3D(n132 + n310 + n023).normalized();
// Colors
QVector3D red(1.0f, 0.0f, 0.0f);
QVector3D green(0.0f, 1.0f, 0.0f);
QVector3D blue(0.0f, 0.0f, 1.0f);
QVector3D white(1.0f, 1.0f, 1.0f);
QVector<QVector3D> vertices = QVector<QVector3D>()
<< v0 << n0 << red
<< v1 << n1 << blue
<< v2 << n2 << green
<< v3 << n3 << white;
float* rawVertexArray = reinterpret_cast<float *>(vertexBufferData.data());
int idx = 0;
for (const QVector3D &v : vertices)
{
rawVertexArray[idx++] = v.x();
rawVertexArray[idx++] = v.y();
rawVertexArray[idx++] = v.z();
}
// Indices (12)
QByteArray indexBufferData;
indexBufferData.resize(4 * 3 * sizeof(ushort));
ushort* rawIndexArray = reinterpret_cast<ushort *>(indexBufferData.data());
// Front
rawIndexArray[0] = 0;
rawIndexArray[1] = 1;
rawIndexArray[2] = 2;
// Bottom
rawIndexArray[3] = 3;
rawIndexArray[4] = 1;
rawIndexArray[5] = 0;
// Left
rawIndexArray[6] = 0;
rawIndexArray[7] = 2;
rawIndexArray[8] = 3;
// Right
rawIndexArray[9] = 1;
rawIndexArray[10] = 3;
rawIndexArray[11] = 2;
vertexDataBuffer->setData(vertexBufferData);
indexDataBuffer->setData(indexBufferData);
// Attributes
Qt3DRender::QAttribute* positionAttribute = new Qt3DRender::QAttribute();
positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
positionAttribute->setBuffer(vertexDataBuffer);
positionAttribute->setVertexBaseType(Qt3DRender::QAttribute::Float);
positionAttribute->setVertexSize(3);
positionAttribute->setByteOffset(0);
positionAttribute->setByteStride(9 * sizeof(float));
positionAttribute->setCount(4);
positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute();
normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
normalAttribute->setBuffer(vertexDataBuffer);
normalAttribute->setVertexBaseType(Qt3DRender::QAttribute::Float);
normalAttribute->setVertexSize(3);
normalAttribute->setByteOffset(3 * sizeof(float));
normalAttribute->setByteStride(9 * sizeof(float));
normalAttribute->setCount(4);
normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
Qt3DRender::QAttribute *colorAttribute = new Qt3DRender::QAttribute();
colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
colorAttribute->setBuffer(vertexDataBuffer);
colorAttribute->setVertexBaseType(Qt3DRender::QAttribute::Float);
colorAttribute->setVertexSize(3);
colorAttribute->setByteOffset(6 * sizeof(float));
colorAttribute->setByteStride(9 * sizeof(float));
colorAttribute->setCount(4);
colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());
Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
indexAttribute->setBuffer(indexDataBuffer);
indexAttribute->setVertexBaseType(Qt3DRender::QAttribute::UnsignedShort);
indexAttribute->setVertexSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(12);
customGeometry->addAttribute(positionAttribute);
customGeometry->addAttribute(normalAttribute);
customGeometry->addAttribute(colorAttribute);
customGeometry->addAttribute(indexAttribute);
customMeshRenderer->setInstanceCount(1);
customMeshRenderer->setFirstVertex(0);
customMeshRenderer->setFirstInstance(0);
customMeshRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
customMeshRenderer->setGeometry(customGeometry);
// 4 faces of 3 points
customMeshRenderer->setVertexCount(12);
customMeshEntity->addComponent(customMeshRenderer);
customMeshEntity->addComponent(transform);
customMeshEntity->addComponent(material);
view->setRootEntity(rootEntity);
view->setRootEntity(sceneRoot);
QWidget* m_lp3DWidget = QWidget::createWindowContainer(view);
ui->gridLayout->addWidget(m_lp3DWidget, 0, 0, 1, 1);
}
//cMainWindow::cMainWindow(QWidget *parent) :
// QMainWindow(parent),
// ui(new Ui::cMainWindow)
//{
// ui->setupUi(this);
// Qt3DExtras::Qt3DWindow* view = new Qt3DExtras::Qt3DWindow();
// Qt3DCore::QEntity* scene = createTestScene();
// // camera
// Qt3DRender::QCamera *camera = view->camera();
// camera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
// camera->setPosition(QVector3D(0, 0, 40.0f));
// camera->setViewCenter(QVector3D(0, 0, 0));
// // manipulator
// Qt3DExtras::QOrbitCameraController* manipulator = new Qt3DExtras::QOrbitCameraController(scene);
// manipulator->setLinearSpeed(50.f);
// manipulator->setLookSpeed(180.f);
// manipulator->setCamera(camera);
// view->setRootEntity(scene);
// QWidget* m_lp3DWidget = QWidget::createWindowContainer(view);
// ui->gridLayout->addWidget(m_lp3DWidget, 0, 0, 1, 1);
//}
cMainWindow::~cMainWindow()
{
delete ui;