Qt 5.7 | Qt 3D | Qt 3D: Shadow Map QML Example | Toyplane.qml Example File

Qt 5.7.1 Reference Documentation

# Toyplane.qml Example File

shadow-map-qml/Toyplane.qml

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      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
          ]
      }