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
     ]
 }