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 ] }