Qt 5.6 | Qt 3D | Qt 3D: Dynamic Scene C++ Example | boxentity.cpp Example File

Qt 5.6.3 Reference Documentation

# boxentity.cpp Example File

dynamicscene-cpp/boxentity.cpp

      /****************************************************************************
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      ** Contact: http://www.qt-project.org/legal
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      #include "boxentity.h"

      #include <qmath.h>

      BoxEntity::BoxEntity(QNode *parent)
          : Qt3DCore::QEntity(parent)
          , m_transform(new Qt3DCore::QTransform())
          , m_mesh(new Qt3DRender::QCuboidMesh())
          , m_material(new Qt3DRender::QPhongMaterial())
          , m_angle(0.0f)
          , m_radius(1.0f)
      {
          connect(m_material, SIGNAL(diffuseChanged(const QColor &)),
                  this, SIGNAL(diffuseColorChanged(const QColor &)));
          m_material->setAmbient(Qt::gray);
          m_material->setSpecular(Qt::white);
          m_material->setShininess(150.0f);

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

      void BoxEntity::setDiffuseColor(const QColor &diffuseColor)
      {
          m_material->setDiffuse(diffuseColor);
      }

      void BoxEntity::setAngle(float arg)
      {
          if (m_angle == arg)
              return;

          m_angle = arg;
          emit angleChanged();
          updateTransformation();
      }

      void BoxEntity::setRadius(float arg)
      {
          if (m_radius == arg)
              return;

          m_radius = arg;
          emit radiusChanged();
          updateTransformation();
      }

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

      float BoxEntity::angle() const
      {
          return m_angle;
      }

      float BoxEntity::radius() const
      {
          return m_radius;
      }

      void BoxEntity::updateTransformation()
      {
          m_transform->setTranslation(QVector3D(qCos(m_angle) * m_radius,
                                                1.0f,
                                                qSin(m_angle) * m_radius));
      }