146 lines
4.4 KiB
C++
146 lines
4.4 KiB
C++
#include "cmainwindow.h"
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#include "ui_cmainwindow.h"
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#include <Qt3DCore/QEntity>
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#include <Qt3DCore/QTransform>
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#include <Qt3DCore/QAspectEngine>
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#include <Qt3DRender/qrenderaspect.h>
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#include <Qt3DRender/QCamera>
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#include <Qt3DRender/QMaterial>
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#include <Qt3DExtras/Qt3DWindow>
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#include <Qt3DExtras/QTorusMesh>
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#include <Qt3DExtras/QExtrudedTextMesh>
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#include <Qt3DExtras/QOrbitCameraController>
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#include <Qt3DExtras/QPhongMaterial>
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#include <Qt3DExtras/QFirstPersonCameraController>
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#include <Qt3DRender/QSceneLoader>
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class SceneWalker : public QObject
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{
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public:
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SceneWalker(Qt3DRender::QSceneLoader *loader) : m_loader(loader) { }
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void onStatusChanged();
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private:
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void walkEntity(Qt3DCore::QEntity *e, int depth = 0);
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Qt3DRender::QSceneLoader *m_loader;
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};
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void SceneWalker::onStatusChanged()
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{
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qDebug() << "Status changed:" << m_loader->status();
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if (m_loader->status() != Qt3DRender::QSceneLoader::Ready)
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return;
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// The QSceneLoader instance is a component of an entity. The loaded scene
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// tree is added under this entity.
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QVector<Qt3DCore::QEntity *> entities = m_loader->entities();
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// Technically there could be multiple entities referencing the scene loader
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// but sharing is discouraged, and in our case there will be one anyhow.
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if (entities.isEmpty())
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return;
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Qt3DCore::QEntity *root = entities[0];
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// Print the tree.
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walkEntity(root);
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// To access a given node (like a named mesh in the scene), use QObject::findChild().
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// The scene structure and names always depend on the asset.
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Qt3DCore::QEntity *e = root->findChild<Qt3DCore::QEntity *>(QStringLiteral("PlanePropeller_mesh")); // toyplane.obj
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if (e)
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qDebug() << "Found propeller node" << e << "with components" << e->components();
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}
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void SceneWalker::walkEntity(Qt3DCore::QEntity *e, int depth)
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{
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Qt3DCore::QNodeVector nodes = e->childNodes();
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for (int i = 0; i < nodes.count(); ++i) {
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Qt3DCore::QNode *node = nodes[i];
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Qt3DCore::QEntity *entity = qobject_cast<Qt3DCore::QEntity *>(node);
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if (entity) {
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QString indent;
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indent.fill(' ', depth * 2);
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qDebug().noquote() << indent << "Entity:" << entity << "Components:" << entity->components();
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walkEntity(entity, depth + 1);
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}
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}
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}
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cMainWindow::cMainWindow(QWidget *parent) :
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QMainWindow(parent),
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ui(new Ui::cMainWindow)
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{
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ui->setupUi(this);
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Qt3DExtras::Qt3DWindow* view = new Qt3DExtras::Qt3DWindow();
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// Scene Root
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Qt3DCore::QEntity* sceneRoot = new Qt3DCore::QEntity();
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// Scene Camera
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Qt3DRender::QCamera* basicCamera = view->camera();
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basicCamera->setProjectionType(Qt3DRender::QCameraLens::PerspectiveProjection);
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basicCamera->setUpVector(QVector3D(0.0f, 1.0f, 0.0f));
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basicCamera->setViewCenter(QVector3D(0.0f, 3.5f, 0.0f));
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basicCamera->setPosition(QVector3D(0.0f, 3.5f, 25.0f));
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// For camera controls
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Qt3DExtras::QFirstPersonCameraController* camController = new Qt3DExtras::QFirstPersonCameraController(sceneRoot);
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camController->setCamera(basicCamera);
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Qt3DCore::QEntity* sceneLoaderEntity = new Qt3DCore::QEntity(sceneRoot);
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Qt3DRender::QSceneLoader* sceneLoader = new Qt3DRender::QSceneLoader(sceneLoaderEntity);
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SceneWalker sceneWalker(sceneLoader);
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QObject::connect(sceneLoader, &Qt3DRender::QSceneLoader::statusChanged, &sceneWalker, &SceneWalker::onStatusChanged);
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sceneLoaderEntity->addComponent(sceneLoader);
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sceneLoader->setSource(QUrl::fromLocalFile("C:\\Users\\VET0572\\OneDrive - WINDESIGN\\Villa Kunterbunt\\OBJ\\New Folder.obj"));
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view->setRootEntity(sceneRoot);
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QWidget* m_lp3DWidget = QWidget::createWindowContainer(view);
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ui->gridLayout->addWidget(m_lp3DWidget, 0, 0, 1, 1);
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}
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//cMainWindow::cMainWindow(QWidget *parent) :
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// QMainWindow(parent),
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// ui(new Ui::cMainWindow)
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//{
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// ui->setupUi(this);
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// Qt3DExtras::Qt3DWindow* view = new Qt3DExtras::Qt3DWindow();
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// Qt3DCore::QEntity* scene = createTestScene();
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// // camera
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// Qt3DRender::QCamera *camera = view->camera();
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// camera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
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// camera->setPosition(QVector3D(0, 0, 40.0f));
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// camera->setViewCenter(QVector3D(0, 0, 0));
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// // manipulator
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// Qt3DExtras::QOrbitCameraController* manipulator = new Qt3DExtras::QOrbitCameraController(scene);
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// manipulator->setLinearSpeed(50.f);
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// manipulator->setLookSpeed(180.f);
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// manipulator->setCamera(camera);
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// view->setRootEntity(scene);
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// QWidget* m_lp3DWidget = QWidget::createWindowContainer(view);
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// ui->gridLayout->addWidget(m_lp3DWidget, 0, 0, 1, 1);
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//}
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cMainWindow::~cMainWindow()
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{
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delete ui;
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}
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