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import QtQuick 2.2 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0

Entity {
    id: sceneRoot

    Camera {
        id: camera
        projectionType: CameraLens.PerspectiveProjection
        fieldOfView: 45
        aspectRatio: 16/9
        nearPlane : 0.1
        farPlane : 1000.0
        position: Qt.vector3d( 0.0, 0.0, 40.0 )
        upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
        viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
    }

    OrbitCameraController { camera: camera }

    components: [
        RenderSettings {
            activeFrameGraph: ForwardRenderer {
                camera: camera
            }
        },
        // Event Source will be set by the Qt3DQuickWindow
        InputSettings { }
    ]


    PhongMaterial {
        id: material
        diffuse: "yellow"
    }

    TorusMesh {
        id: torusMesh
        radius: 5
        minorRadius: 1
        rings: 100
        slices: 20
    }

    Transform {
        id: torusTransform
        scale3D: Qt.vector3d(1.5, 1, 0.5)
        rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
    }

    Entity {
        id: torusEntity
        components: [ torusMesh, material, torusTransform ]
    }

    QQ2.Timer {
        interval: 1000
        running: true
        repeat: true
        property bool hasSphere: true

        onTriggered: {
            loader.source = hasSphere ? "qrc:/SphereEntity.qml" : "qrc:/CuboidEntity.qml"
            hasSphere = !hasSphere
        }
    }

    EntityLoader {
        id: loader
        components: [ revolutionTransform ]
    }

    Transform {
        id: revolutionTransform
        property real userAngle: 0.0
        matrix: {
            var m = Qt.matrix4x4();
            m.rotate(userAngle, Qt.vector3d(0, 1, 0));
            m.translate(Qt.vector3d(20, 0, 0));
            return m;
        }
    }

    QQ2.NumberAnimation {
        target: revolutionTransform
        property: "userAngle"
        duration: 10000
        from: 0
        to: 360

        loops: QQ2.Animation.Infinite
        running: true
    }
}
