/**************************************************************************** ** ** Copyright (C) 2014 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. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. 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 QtQuick 2.1 as QQ2 import Qt3D.Core 2.0 import Qt3D.Render 2.0 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} } matrix: { var m = Qt.matrix4x4(); m.translate(Qt.vector3d(Math.sin(angle * Math.PI / 180) * scaleFactor, altitude, Math.cos(angle * Math.PI / 180) * scaleFactor)); m.rotate(angle, Qt.vector3d(0, 1, 0)); m.rotate(pitchAngle, Qt.vector3d(0, 0, 1)); m.rotate(rollAngle, Qt.vector3d(1, 0, 0)); m.scale(1.0 / toyplaneTransform.scaleFactor); return m; } } 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 ] }