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import Qt3D.Render 2.0
// TODO: Once support for meshes from arrays is implemented, replace ring.obj with thatMesh {
property realinnerRadius
property realouterRadius/*
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
}
}
*/
}