/**************************************************************************** ** ** Copyright (C) 2015 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 QtQuick 2.4 as QQ2 import Qt3D.Core 2.0 import Qt3D.Render 2.0 Entity { id: root components: FrameGraph { StereoFrameGraph { id: stereoFrameGraph leftCamera: stereoCamera.leftCamera rightCamera: stereoCamera.rightCamera } } // Camera StereoCamera { id: stereoCamera property real circleRotation: 0 readonly property real cameraRadius: obstaclesRepeater.radius - 50 readonly property vector3d circlePosition: Qt.vector3d(cameraRadius * Math.cos(circleRotation), 0.0, cameraRadius * Math.sin(circleRotation)) readonly property vector3d tan: circlePosition.crossProduct(Qt.vector3d(0, 1, 0).normalized()) viewCenter: planeTransform.translation position: circlePosition.plus(Qt.vector3d(0, 45 * Math.sin(circleRotation * 2), 0)).plus(tan.times(-2)) QQ2.NumberAnimation { target: stereoCamera property: "circleRotation" from: 0; to: Math.PI * 2 duration: 10000 loops: QQ2.Animation.Infinite running: true } } // Skybox SkyboxEntity { cameraPosition: stereoCamera.position baseName: "qrc:/assets/cubemaps/miramar/miramar" extension: ".webp" } // Cylinder Entity { property CylinderMesh cylinder: CylinderMesh { radius: 1 length: 3 rings: 100 slices: 20 } property Transform transform: Transform { id: cylinderTransform property real theta: 0.0 property real phi: 0.0 property real userScale: 1.0 matrix: { var m = Qt.matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); m.rotate(phi, Qt.vector3d(0.0, 1.0, 0.0)); m.rotate(theta, Qt.vector3d(1.0, 0.0, 0.0)); m.scale(userScale); return m; } } property Material phong: PhongMaterial {} QQ2.ParallelAnimation { loops: QQ2.Animation.Infinite running: true QQ2.SequentialAnimation { QQ2.NumberAnimation { target: cylinderTransform property: "userScale" from: 5; to: 45 duration: 2000 easing.type: QQ2.Easing.OutInQuad } QQ2.NumberAnimation { target: cylinderTransform property: "userScale" from: 45; to: 5 duration: 2000 easing.type: QQ2.Easing.InOutQuart } } QQ2.NumberAnimation { target: cylinderTransform property: "phi" from: 0; to: 360 duration: 4000 } QQ2.NumberAnimation { target: cylinderTransform property: "theta" from: 0; to: 720 duration: 4000 } } components: [cylinder, transform, phong] } // AirPlane Entity { components: [ Mesh { source: "assets/obj/toyplane.obj" }, Transform { id: planeTransform property real rollAngle: 0.0 matrix: { var m = Qt.matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); m.translate(Qt.vector3d(Math.sin(stereoCamera.circleRotation * -2) * obstaclesRepeater.radius, 0.0, Math.cos(stereoCamera.circleRotation * -2) * obstaclesRepeater.radius)) m.rotate(stereoCamera.circleRotation * -2 * 180 / Math.PI + 180, Qt.vector3d(0.0, 1.0, 0.0)); m.rotate(planeTransform.rollAngle, Qt.vector3d(1.0, 0.0, 0.0)); return m; } }, PhongMaterial { shininess: 20.0 diffuse: "#ba1a02" // Inferno Orange } ] QQ2.SequentialAnimation { running: true loops: QQ2.Animation.Infinite QQ2.NumberAnimation { target: planeTransform property: "rollAngle" from: 30; to: 45 duration: 750 } QQ2.NumberAnimation { target: planeTransform property: "rollAngle" from: 45; to: 25 duration: 500 } QQ2.NumberAnimation { target: planeTransform property: "rollAngle" from: 25; to: 390 duration: 800 } } } // Torus obsctacles NodeInstantiator { id: obstaclesRepeater model: 4 readonly property real radius: 130.0; readonly property real det: 1.0 / model delegate: Entity { components: [ TorusMesh { radius: 35 minorRadius: 5 rings: 100 slices: 20 }, Transform { id: transform readonly property real angle: Math.PI * 2.0 * index * obstaclesRepeater.det matrix: { var m = Qt.matrix4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); m.translate(Qt.vector3d(obstaclesRepeater.radius * Math.cos(transform.angle), 0.0, obstaclesRepeater.radius * Math.sin(transform.angle))) m.rotate(transform.angle * 180 / Math.PI, Qt.vector3d(0.0, 1.0, 0.0)); return m; } }, PhongMaterial { diffuse: Qt.rgba(Math.abs(Math.cos(transform.angle)), 204 / 255, 75 / 255, 1) specular: "white" shininess: 20.0 } ] } } }