Ring.qml Example File

planets-qml/Ring.qml
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 import Qt3D.Render 2.0

 // TODO: Once support for meshes from arrays is implemented, replace ring.obj with that
 Mesh {
     property real innerRadius
     property real outerRadius
     /*
     property real ringSegments

     property var vertices: []
     property var faces: []
     property var faceVertexUvs: []
     */

     source: "qrc:/meshes/ring.obj"

     // Converted from the _RingGeometry() method in the threex.planets.js extension.
     /*
     function makeRing() {
         innerRadius = innerRadius || 0
         outerRadius = outerRadius || 50
         var thetaSegments = ringSegments || 8
         console.log(innerRadius + "," + outerRadius + "," + thetaSegments)

         var normal = Qt.vector3d(0, 0, 1)

         for (var i = 0; i < thetaSegments; i++) {
             var angleLo = (i / thetaSegments) * Math.PI * 2
             var angleHi = ((i + 1) / thetaSegments) * Math.PI * 2

             var vertex1 = Qt.vector3d(innerRadius * Math.cos(angleLo),
                                       innerRadius * Math.sin(angleLo),
                                       0)
             var vertex2 = Qt.vector3d(outerRadius * Math.cos(angleLo),
                                       outerRadius * Math.sin(angleLo),
                                       0)
             var vertex3 = Qt.vector3d(innerRadius * Math.cos(angleHi),
                                       innerRadius * Math.sin(angleHi),
                                       0)
             var vertex4 = Qt.vector3d(outerRadius * Math.cos(angleHi),
                                       outerRadius * Math.sin(angleHi),
                                       0)

             vertices.push(vertex1)
             vertices.push(vertex2)
             vertices.push(vertex3)
             vertices.push(vertex4)

             var vertexIdx = i * 4

             // Create the first triangle
             var face = Qt.vector4d(vertexIdx + 0, vertexIdx + 1, vertexIdx + 2, normal)
             var uvs = []

             var uv = Qt.vector2d(0, 0)
             uvs.push(uv)
             uv = Qt.vector2d(1, 0)
             uvs.push(uv)
             uv = Qt.vector2d(0, 1)
             uvs.push(uv)

             faces.push(face)
             //faceVertexUvs[0].push(uvs)
             faceVertexUvs.push(uvs)

             // Create the second triangle
             face = Qt.vector4d(vertexIdx + 2, vertexIdx + 1, vertexIdx + 3, normal)
             uvs = []

             uv = Qt.vector2d(0, 1)
             uvs.push(uv)
             uv = Qt.vector2d(1, 0)
             uvs.push(uv)
             uv = Qt.vector2d(1, 1)
             uvs.push(uv)

             faces.push(face)
             //faceVertexUvs[0].push(uvs)
             faceVertexUvs.push(uvs)
         }

         computeFaceNormals()
     }

     // Converted from the computeFaceNormals() method in the three.js extension.
     function computeFaceNormals() {
         var cb = Qt.vector3d(0, 0, 0)
         var ab = Qt.vector3d(0, 0, 0)

         for (var f = 0, fl = faces.length; f < fl; f ++) {
             var face = faces[f]

             var vA = vertices[face.x]
             var vB = vertices[face.y]
             var vC = vertices[face.z]

             cb = vC.minus(vB)
             ab = vA.minus(vB)
             cb = cb.crossProduct(ab)

             cb = cb.normalized()

             face.w = cb
         }
     }
     */
 }