From b16d0f7f3a8a3bd428469adc36050e682f41f473 Mon Sep 17 00:00:00 2001 From: Herwig Birke Date: Thu, 3 Oct 2019 15:13:51 +0200 Subject: [PATCH] initial commit --- cmainwindow.cpp | 278 +++++++++++++++++++++++++++++++----------------- 1 file changed, 179 insertions(+), 99 deletions(-) diff --git a/cmainwindow.cpp b/cmainwindow.cpp index 6fdf886..ee302e7 100644 --- a/cmainwindow.cpp +++ b/cmainwindow.cpp @@ -6,13 +6,23 @@ #include #include -#include +#include +#include +#include #include +#include #include #include #include #include +#include + +#include +#include +#include +#include +#include #include #include @@ -21,59 +31,8 @@ #include +#include -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 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(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(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 vertices = QVector() + << v0 << n0 << red + << v1 << n1 << blue + << v2 << n2 << green + << v3 << n3 << white; + + float* rawVertexArray = reinterpret_cast(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(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;