entity.cpp Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Big Scene C++ Example | entity.cpp Example File

Qt 5.6.2 Reference Documentation

# entity.cpp Example File

bigscene-cpp/entity.cpp

      /****************************************************************************
      **
      ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: http://www.qt-project.org/legal
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:LGPL3$
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      **
      ** GNU Lesser General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU Lesser
      ** General Public License version 3 as published by the Free Software
      ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
      ** packaging of this file. Please review the following information to
      ** ensure the GNU Lesser General Public License version 3 requirements
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      ** GNU General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU
      ** General Public License version 2.0 or later as published by the Free
      ** Software Foundation and appearing in the file LICENSE.GPL included in
      ** the packaging of this file. Please review the following information to
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      #include "entity.h"

      #include <Qt3DRender/QCylinderMesh>
      #include <Qt3DRender/QPhongMaterial>
      #include <Qt3DCore/QTransform>
      #include <QMatrix4x4>

      Entity::Entity(Qt3DCore::QNode *parent)
          : QEntity(parent)
          , m_transform(new Qt3DCore::QTransform())
          , m_mesh(new Qt3DRender::QCylinderMesh())
          , m_material(new Qt3DRender::QPhongMaterial())
      {
          m_mesh->setRings(50.0f);
          m_mesh->setSlices(30.0f);
          m_mesh->setRadius(2.5f);
          m_mesh->setLength(5.0f);

          addComponent(m_mesh);
          addComponent(m_transform);
          addComponent(m_material);
      }

      void Entity::updateTransform()
      {
          QMatrix4x4 m;
          m.translate(m_position);
          m.rotate(m_phi, QVector3D(1.0f, 0.0f, 0.0f));
          m.rotate(m_theta, QVector3D(0.0f, 0.0f, 1.0f));
          m_transform->setMatrix(m);
      }

      float Entity::theta() const
      {
          return m_theta;
      }

      float Entity::phi() const
      {
          return m_phi;
      }

      QVector3D Entity::position() const
      {
          return m_position;
      }

      QColor Entity::diffuseColor() const
      {
          return m_material->diffuse();
      }

      void Entity::setTheta(float theta)
      {
          if (m_theta == theta)
              return;

          m_theta = theta;
          emit thetaChanged(theta);
          updateTransform();
      }

      void Entity::setPhi(float phi)
      {
          if (m_phi == phi)
              return;

          m_phi = phi;
          emit phiChanged(phi);
          updateTransform();
      }

      void Entity::setPosition(QVector3D position)
      {
          if (m_position == position)
              return;

          m_position = position;
          emit positionChanged(position);
          updateTransform();
      }

      void Entity::setDiffuseColor(QColor diffuseColor)
      {
          if (m_material->diffuse() == diffuseColor)
              return;

          m_material->setDiffuse(diffuseColor);
          emit diffuseColorChanged(diffuseColor);
      }