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.
  **
  ** $QT_BEGIN_LICENSE:LGPL3$
  ** Commercial License Usage
  ** Licensees holding valid commercial Qt licenses may use this file in
  ** accordance with the commercial license agreement provided with the
  ** Software or, alternatively, in accordance with the terms contained in
  ** a written agreement between you and The Qt Company. For licensing terms
  ** and conditions see http://www.qt.io/terms-conditions. For further
  ** information use the contact form at http://www.qt.io/contact-us.
  **
  ** 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
  ** will be met: https://www.gnu.org/licenses/lgpl.html.
  **
  ** 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
  ** ensure the GNU General Public License version 2.0 requirements will be
  ** met: http://www.gnu.org/licenses/gpl-2.0.html.
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/

  #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);
  }