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diff --git a/doc/src/tutorials/penguin.qdoc b/doc/src/tutorials/penguin.qdoc deleted file mode 100644 index e973090d..00000000 --- a/doc/src/tutorials/penguin.qdoc +++ /dev/null @@ -1,106 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). -** All rights reserved. -** Contact: Nokia Corporation ([email protected]) -** -** This file is part of the QtQuick3D documentation of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:FDL$ -** GNU Free Documentation License -** Alternatively, this file may be used under the terms of the GNU Free -** Documentation License version 1.3 as published by the Free Software -** Foundation and appearing in the file included in the packaging of -** this file. -** -** Other Usage -** Alternatively, this file may be used in accordance with the terms -** and conditions contained in a signed written agreement between you -** and Nokia. -** -** -** -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -/*! - \example qt3d/penguin - \title Loading a 3DS model with Qt3D - - This tutorial shows how Qt3D can be used to load a simple - model object in 3D Studio Max (3DS) format with a perspective - camera view. - - We start by defining a class that inherits from QGLView, which - provides some basic scene setup logic and 3D camera navigation: - - \snippet qt3d/penguin/modelview.h class-defn - - Refer first to the \l{Teapot Example} for the basics of using - the QGLView class, lighting and so on. - - When the application starts up, we load the scene from its - resource file, and store the result in a member variable, so - we can refer to it in the paint function: - - \snippet qt3d/penguin/modelview.cpp initialize - - In the teapot example we had to specify appropriate effects but - the model loader sets appropriate effects on the scene for us. - - \snippet qt3d/penguin/modelview.cpp paint - - Here in the paint function we call the \c{draw()} function of - the scene's main object, in order to display the fully - loaded model. - - This was really just two lines of code: one to load the model - (once off, when the application initialized) and another line to - display the model (every time the paint function is called). - - \image penguin-0-screenshot.png - - The result is pretty good for two lines of code, but it could - stand some improvements. - - Here we are looking down onto the top of our penguin's head, and - even when we stand him on his feet, he is too close to the camera - to all fit in the frame. - - Let's make a few changes to have our penguin display nicely - when the application opens. - - \snippet qt3d/penguin_advanced/modelview.cpp initialize - - First of all, let move the camera away from the penguin and up - so he fits in the frame and we can get a better angle on him, - when the application loads. - - If use dragging and so on in the QGLView this will change the - camera from these intial settings, but this setup means the camera - will be well positioned at the moment the application opens. - - We don't want to position the camera in the paintGL function, - because that would defeat QGLViews camera dragging features and - we would not be able to interact with the view properly. - - We'll also save the main object away in a member variable so that - the overhead of searching the scene is not incurred every paint. - - Finally a pose for our penguin is calculated - its a turn around the - x axis, so he is standing up on his feet; and a turn around the y - axis, so he shows a bit more of his profile. The pose is - calculated and stored as a quaternion - we want the x twist first - so that goes last in the product of the two quaternions. - - \snippet qt3d/penguin_advanced/modelview.cpp paint - - Now all that remains in the updated paint function is to apply the - new pose, and then paint the penguin. - - \image penguin-screenshot.png - - \l{qt3d-examples.html}{Return to Tutorials}. -*/ |