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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
]
}