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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+import QtQuick 2.1 as QQ2
+
+Entity {
+ id: root
+ property Material material
+
+ Mesh {
+ id: toyplaneMesh
+ source: "assets/obj/toyplane.obj"
+ }
+
+ Transform {
+ id: toyplaneTransform
+
+ property real rollAngle : 0
+ property real pitchAngle : 15
+ property real altitude : 5
+ property real angle: 0
+ property real scaleFactor: 10
+
+ QQ2.Behavior on rollAngle { QQ2.SpringAnimation { spring: 2; damping: 0.2} }
+
+ Scale {
+ scale: 1.0 / toyplaneTransform.scaleFactor
+ }
+
+ Rotate { // roll
+ axis : Qt.vector3d(1, 0, 0)
+ angle : toyplaneTransform.rollAngle
+ }
+
+ Rotate { // pitch
+ axis : Qt.vector3d(0, 0, 1)
+ angle : toyplaneTransform.pitchAngle
+ }
+
+ Rotate {
+ id: toyplaneRotation
+ axis: Qt.vector3d(0, 1, 0)
+ angle: toyplaneTransform.angle
+ }
+
+ Translate {
+ property real translation: 1
+
+ dx: Math.sin(toyplaneTransform.angle * Math.PI / 180) * translation * toyplaneTransform.scaleFactor
+ dy: toyplaneTransform.altitude
+ dz: Math.cos(toyplaneTransform.angle * Math.PI / 180) * translation * toyplaneTransform.scaleFactor
+ }
+ }
+
+ QQ2.NumberAnimation {
+ target: toyplaneTransform
+
+ running: true
+ loops: QQ2.Animation.Infinite
+
+ property: "angle"
+ duration: 10000
+ from: 0
+ to: 360
+ }
+
+ // Altitude / Pitch animation
+ QQ2.SequentialAnimation {
+ running: true
+ loops: QQ2.Animation.Infinite
+ QQ2.ParallelAnimation {
+ QQ2.SequentialAnimation {
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "pitchAngle"; from: 0; to: 30; duration: 2000; easing.type: QQ2.Easing.OutQuad }
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "pitchAngle"; from: 30; to: 0; duration: 2000; easing.type: QQ2.Easing.OutSine }
+ }
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "altitude"; to: 5; duration: 4000; easing.type: QQ2.Easing.InOutCubic }
+ }
+ QQ2.PauseAnimation { duration: 1500 }
+ QQ2.ParallelAnimation {
+ QQ2.SequentialAnimation {
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "pitchAngle"; from: 0; to: -30; duration: 1000; easing.type: QQ2.Easing.OutQuad }
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "pitchAngle"; from: -30; to: 0; duration: 5000; easing.type: QQ2.Easing.OutSine }
+ }
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "altitude"; to: 0; duration: 6000; easing.type: QQ2.Easing.InOutCubic}
+ }
+ QQ2.PauseAnimation { duration: 1500 }
+ }
+
+ // Roll Animation
+ QQ2.SequentialAnimation {
+ running: true
+ loops: QQ2.Animation.Infinite
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "rollAngle"; to: 360; duration: 1500; easing.type: QQ2.Easing.InOutQuad }
+ QQ2.PauseAnimation { duration: 1000 }
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "rollAngle"; from: 0; to: 30; duration: 1000; easing.type: QQ2.Easing.OutQuart }
+ QQ2.PauseAnimation { duration: 1500 }
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "rollAngle"; from: 30; to: -30; duration: 1000; easing.type: QQ2.Easing.OutQuart }
+ QQ2.PauseAnimation { duration: 1500 }
+ QQ2.NumberAnimation { target: toyplaneTransform; property: "rollAngle"; from: -30; to: 0; duration: 750; easing.type: QQ2.Easing.OutQuart }
+ QQ2.PauseAnimation { duration: 2000 }
+ }
+
+ components: [
+ toyplaneMesh,
+ toyplaneTransform,
+ material
+ ]
+}