/**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 https://www.qt.io/terms-conditions. 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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qt3D.Extras 2.0 import QtQuick 2.4 as QQ2 QardboardRootEntity { id: root cameraPosition: cameraController.position Entity { id: cameraController function posAtAngle(a) { return Qt.vector3d(cameraRadius * Math.cos(a), 0.0, cameraRadius * Math.sin(a)) } function rotAtAngle(a) { return a * 180 / Math.PI + 90 } property real circleRotation: 0 readonly property real cameraRadius: obstaclesRepeater.radius readonly property vector3d circlePosition: cameraController.posAtAngle(cameraController.circleRotation) property vector3d position: planeTransform.translation.plus(Qt.vector3d(0, 0, 35)) QQ2.NumberAnimation { target: cameraController property: "circleRotation" from: 0; to: Math.PI * 2 duration: 10000 loops: QQ2.Animation.Infinite running: true } } // AirPlane Entity { components: [ Mesh { source: "assets/obj/toyplane.obj" }, Transform { id: planeTransform property real rollAngle: 0.0 translation: cameraController.posAtAngle(cameraController.circleRotation) rotation: fromAxesAndAngles(Qt.vector3d(1.0, 0.0, 0.0), planeTransform.rollAngle, Qt.vector3d(0.0, -1.0, 0.0), cameraController.rotAtAngle(cameraController.circleRotation)) }, 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: 1500 } QQ2.NumberAnimation { target: planeTransform property: "rollAngle" from: 45; to: -30 duration: 3500 } } } // 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 rotation: fromEulerAngles(theta, phi, 0) } property Material phong: PhongMaterial {} QQ2.ParallelAnimation { loops: QQ2.Animation.Infinite running: true QQ2.SequentialAnimation { QQ2.NumberAnimation { target: cylinderTransform property: "scale" from: 5; to: 45 duration: 2000 easing.type: QQ2.Easing.OutInQuad } QQ2.NumberAnimation { target: cylinderTransform property: "scale" 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] } // 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 translation: Qt.vector3d(obstaclesRepeater.radius * Math.cos(transform.angle), 0.0, obstaclesRepeater.radius * Math.sin(transform.angle)) rotation: fromAxisAndAngle(Qt.vector3d(0.0, 1.0, 0.0), transform.angle * 180 / Math.PI) }, PhongMaterial { diffuse: Qt.rgba(Math.abs(Math.cos(transform.angle)), 204 / 255, 75 / 255, 1) specular: "white" shininess: 20.0 } ] } } }