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import QtQuick 2.15
import QtQuick.Window 2.12
import QtQuick3D 1.15
View3D {
property Material material
renderMode: View3D.Offscreen
environment: SceneEnvironment {
clearColor: "#808080"
backgroundMode: SceneEnvironment.Color
antialiasingMode: SceneEnvironment.MSAA
antialiasingQuality: SceneEnvironment.High
}
PerspectiveCamera {
position: Qt.vector3d(0, 400, 600)
eulerRotation.x: -30
clipFar: 2000
}
//! [directional light]
DirectionalLight {
id: light1
color: Qt.rgba(1.0, 0.1, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 200, 0)
rotation: Quaternion.fromEulerAngles(-135, -90, 0)
shadowMapQuality: Light.ShadowMapQualityHigh
visible: true
castsShadow: true
brightness: 100
SequentialAnimation on rotation {
loops: Animation.Infinite
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-45, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-135, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
//! [directional light]
//! [point light]
PointLight {
id: light2
color: Qt.rgba(0.1, 1.0, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 300, 0)
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: true
castsShadow: true
brightness: 100
SequentialAnimation on x {
loops: Animation.Infinite
NumberAnimation {
to: 400
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: 0
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
//! [point light]
//! [area light]
AreaLight {
id: light3
color: Qt.rgba(0.1, 0.1, 1.0, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(-50, 250, 150)
eulerRotation.x: -90
width: 1000
height: 200
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: true
castsShadow: true
brightness: 100
SequentialAnimation on z {
loops: Animation.Infinite
NumberAnimation {
to: -150
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: 150
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
//! [area light]
//! [spot light]
SpotLight {
id: light4
color: Qt.rgba(1.0, 0.9, 0.7, 1.0)
ambientColor: Qt.rgba(0.0, 0.0, 0.0, 0.0)
position: Qt.vector3d(0, 250, 0)
eulerRotation.x: -45
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: true
castsShadow: true
brightness: 100
coneAngle: 50
innerConeAngle: 30
PropertyAnimation on eulerRotation.y {
loops: Animation.Infinite
from: 0
to: -360
duration: 10000
}
}
//! [spot light]
//! [rectangle models]
Model {
source: "#Rectangle"
y: -200
scale: Qt.vector3d(15, 15, 15)
eulerRotation.x: -90
materials: [
material
]
}
Model {
source: "#Rectangle"
z: -400
scale: Qt.vector3d(15, 15, 15)
materials: [
material
]
}
//! [rectangle models]
//! [teapot model]
Model {
source: "teapot.mesh"
y: -100
scale: Qt.vector3d(75, 75, 75)
materials: [
material
]
NumberAnimation on eulerRotation.y {
loops: Animation.Infinite
duration: 5000
from: 0
to: -360
}
}
//! [teapot model]
//! [light models]
Model {
source: "#Cube"
position: light1.position
rotation: light1.rotation
property real size: 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light1.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light2.position
rotation: light2.rotation
property real size: 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light2.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light3.position
rotation: light3.rotation
property real size: 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light3.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light4.position
rotation: light4.rotation
property real size: 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light4.color
opacity: 0.4
}
]
}
//! [light models]
}