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
      ]
  }