Example #1
1
File: main.cpp Project: RSATom/Qt
void SceneWalker::onStatusChanged()
{
    qDebug() << "Status changed:" << m_loader->status();
    if (m_loader->status() != Qt3DRender::QSceneLoader::Ready)
        return;

    // The QSceneLoader instance is a component of an entity. The loaded scene
    // tree is added under this entity.
    QVector<Qt3DCore::QEntity *> entities = m_loader->entities();

    // Technically there could be multiple entities referencing the scene loader
    // but sharing is discouraged, and in our case there will be one anyhow.
    if (entities.isEmpty())
        return;
    Qt3DCore::QEntity *root = entities[0];
    // Print the tree.
    walkEntity(root);

    // To access a given node (like a named mesh in the scene), use QObject::findChild().
    // The scene structure and names always depend on the asset.
    Qt3DCore::QEntity *e = root->findChild<Qt3DCore::QEntity *>(QStringLiteral("PlanePropeller_mesh")); // toyplane.obj
    if (e)
        qDebug() << "Found propeller node" << e << "with components" << e->components();
}
Example #2
0
void QObjectPickerPrivate::propagateEvent(QPickEvent *event, EventType type)
{
    if (!m_entities.isEmpty()) {
        Qt3DCore::QEntity *entity = m_entities.first();
        Qt3DCore::QEntity *parentEntity = nullptr;
        while (entity != nullptr && entity->parentEntity() != nullptr && !event->isAccepted()) {
            parentEntity = entity->parentEntity();
            const auto components = parentEntity->components();
            for (Qt3DCore::QComponent *c : components) {
                if (auto objectPicker = qobject_cast<Qt3DRender::QObjectPicker *>(c)) {
                    QObjectPickerPrivate *objectPickerPrivate = static_cast<QObjectPickerPrivate *>(QObjectPickerPrivate::get(objectPicker));
                    switch (type) {
                    case Pressed:
                        objectPickerPrivate->pressedEvent(event);
                        break;
                    case Released:
                        objectPickerPrivate->releasedEvent(event);
                        break;
                    case Clicked:
                        objectPickerPrivate->clickedEvent(event);
                        break;
                    case EventType::Moved:
                        objectPickerPrivate->movedEvent(event);
                        break;
                    }
                    break;
                }
            }
            entity = parentEntity;
        }
    }
}
Example #3
0
File: main.cpp Project: RSATom/Qt
void SceneWalker::walkEntity(Qt3DCore::QEntity *e, int depth)
{
    Qt3DCore::QNodeVector nodes = e->childNodes();
    for (int i = 0; i < nodes.count(); ++i) {
        Qt3DCore::QNode *node = nodes[i];
        Qt3DCore::QEntity *entity = qobject_cast<Qt3DCore::QEntity *>(node);
        if (entity) {
            QString indent;
            indent.fill(' ', depth * 2);
            qDebug().noquote() << indent << "Entity:" << entity << "Components:" << entity->components();
            walkEntity(entity, depth + 1);
        }
    }
}