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qt3d5-doc-5.12.2-2.mga7.noarch.rpm

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<h1 class="title">main.qml Example File</h1>
<span class="subtitle">scene2d/main.qml</span>
<!-- $$$scene2d/main.qml-description -->
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<pre class="qml">

  /****************************************************************************
  **
  ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
  ** Contact: https://www.qt.io/licensing/
  **
  ** This file is part of the Qt3D module of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:BSD$
  ** 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 https://www.qt.io/terms-conditions. For further
  ** information use the contact form at https://www.qt.io/contact-us.
  **
  ** BSD License Usage
  ** Alternatively, you may use this file under the terms of the BSD license
  ** as follows:
  **
  ** "Redistribution and use in source and binary forms, with or without
  ** modification, are permitted provided that the following conditions are
  ** met:
  **   * Redistributions of source code must retain the above copyright
  **     notice, this list of conditions and the following disclaimer.
  **   * Redistributions in binary form must reproduce the above copyright
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  **     the documentation and/or other materials provided with the
  **     distribution.
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  **     contributors may be used to endorse or promote products derived
  **     from this software without specific prior written permission.
  **
  **
  ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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  import Qt3D.Core 2.9
  import Qt3D.Render 2.9
  import Qt3D.Extras 2.9
  import Qt3D.Input 2.0

  import QtQuick 2.0
  import QtQuick.Scene2D 2.9
  import QtQuick.Controls 1.4
  import QtQuick.Layouts 1.2

  Entity {
      id: sceneRoot

      Camera {
          id: camera
          projectionType: CameraLens.PerspectiveProjection
          position: Qt.vector3d( 0.0, 0.0, 20 )
      }

      components: [
          RenderSettings {
              activeFrameGraph: ForwardRenderer {
                  camera: camera
                  clearColor: "white"
              }
              pickingSettings.pickMethod: PickingSettings.TrianglePicking
          },
          InputSettings {}
      ]

      Entity {
          id: logoEntity

          Transform {
              id: logoTransform
              scale: 1
              translation: Qt.vector3d( 0, 0, logoControls.logoCentreZ )
              rotation: fromEulerAngles( logoControls.rotationX,
                                         logoControls.rotationY,
                                         logoControls.rotationZ )
          }

          Mesh {
              id: logoMesh
              source: "Qt_logo.obj"
          }

          PhongMaterial {
              id: logoMaterial
              diffuse: Qt.rgba( logoControls.colorR/255,
                                logoControls.colorG/255,
                                logoControls.colorB/255, 1.0 )
              ambient: Qt.rgba( 0.1, 0.1, 0.1, 1.0 )
              shininess: logoControls.shininess
          }

          components: [ logoTransform, logoMesh, logoMaterial ]
      }

      Entity {
          id: cube

          components: [cubeTransform, cubeMaterial, cubeMesh, cubePicker]

          property real rotationAngle: 0

          Behavior on rotationAngle {
              enabled: logoControls.enabled
              RotationAnimation {
                  direction: RotationAnimation.Shortest
                  duration: 450
              }
          }

          RotationAnimation on rotationAngle {
              running: !logoControls.enabled
              loops: Animation.Infinite
              from: 0; to: 360
              duration: 4000
              onStopped: cube.rotationAngle = 0
          }

          Transform {
              id: cubeTransform
              translation: Qt.vector3d(2, 0, 10)
              scale3D: Qt.vector3d(1, 4, 1)
              rotation: fromAxisAndAngle(Qt.vector3d(0,1,0), cube.rotationAngle)
          }

          CuboidMesh {
              id: cubeMesh
          }

          ObjectPicker {
              id: cubePicker
              hoverEnabled: true
              dragEnabled: true

              // Explicitly require a middle click to have the Scene2D grab the mouse
              // events from the picker
              onPressed: {
                  if (pick.button === PickEvent.MiddleButton) {
                      qmlTexture.mouseEnabled = !qmlTexture.mouseEnabled
                      logoControls.enabled = !logoControls.enabled
                  }
              }
          }

          TextureMaterial {
              id: cubeMaterial
              texture: offscreenTexture
          }

          Scene2D {
              id: qmlTexture
              output: RenderTargetOutput {
                  attachmentPoint: RenderTargetOutput.Color0
                  texture: Texture2D {
                      id: offscreenTexture
                      width: 256
                      height: 1024
                      format: Texture.RGBA8_UNorm
                      generateMipMaps: true
                      magnificationFilter: Texture.Linear
                      minificationFilter: Texture.LinearMipMapLinear
                      wrapMode {
                          x: WrapMode.ClampToEdge
                          y: WrapMode.ClampToEdge
                      }
                  }
              }

              entities: [ cube ]
              mouseEnabled: false

              LogoControls {
                  id: logoControls
                  width: offscreenTexture.width
                  height: offscreenTexture.height
              }
          }
      }
  }

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