-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathscene.cpp
64 lines (44 loc) · 1.96 KB
/
scene.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
/* Copyright (c) 2017 By the Authors
*
* This file is part of Orbit Simulator.
Orbit Simulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Orbit Simulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar. If not, see <http://www.gnu.org/licenses/>.
*
* */
#include "scene.h"
Scene::Scene(Qt3DCore::QEntity *rootEntity)
: self_rootEntity(rootEntity) {
}
void Scene::createStar(QVector3D pos) {
// Create starlight
self_light_entities.push_back(new Qt3DCore::QEntity(&self_rootEntity));
auto *light = new Qt3DRender::QPointLight(self_light_entities.last());
light->setColor("white");
light->setIntensity(1);
self_light_entities.last()->addComponent(light);
auto *lightTransform = new Qt3DCore::QTransform(self_light_entities.last());
lightTransform->setTranslation(pos);
self_light_entities.last()->addComponent(lightTransform);
}
void Scene::createBody(QVector3D pos, float radius) {
auto *mesh = new Qt3DExtras::QSphereMesh();
mesh->setRings(50);
mesh->setSlices(50);
mesh->setRadius(radius);
auto *transform = new Qt3DCore::QTransform();
transform->setTranslation(pos);
auto *material = new Qt3DExtras::QPhongMaterial();
//material->setDiffuse(QColor(QRgb(0xa69929)));
self_heavenly_entities.push_back(new Qt3DCore::QEntity(&self_rootEntity));
self_heavenly_entities.last()->addComponent(mesh);
self_heavenly_entities.last()->addComponent(transform);
self_heavenly_entities.last()->addComponent(material);
}