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import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Extras 2.0
import QtQuick 2.2 as QQ2
Entity {
id: sceneRoot
property int barRotationTimeMs: 1
property int numberOfBars: 1
property string animationState: "stopped"
property real titleStartAngle: 95
property real titleStopAngle: 5
onAnimationStateChanged: {
if (animationState == "playing") {
mediaPlayer.play()
if (progressTransformAnimation.paused)
progressTransformAnimation.resume()
else
progressTransformAnimation.start()
} else if (animationState == "paused") {
mediaPlayer.pause()
if (progressTransformAnimation.running)
progressTransformAnimation.pause()
} else {
mediaPlayer.stop()
progressTransformAnimation.stop()
progressTransform.progressAngle = progressTransform.defaultStartAngle
}
}
QQ2.Item {
id: stateItem
state: animationState
states: [
QQ2.State {
name: "playing"
QQ2.PropertyChanges {
target: titlePrism
titleAngle: titleStopAngle
}
},
QQ2.State {
name: "paused"
QQ2.PropertyChanges {
target: titlePrism
titleAngle: titleStopAngle
}
},
QQ2.State {
name: "stopped"
QQ2.PropertyChanges {
target: titlePrism
titleAngle: titleStartAngle
}
}
]
transitions: QQ2.Transition {
QQ2.NumberAnimation {
property: "titleAngle"
duration: 2000
running: false
}
}
}
function startVisualization() {
progressTransformAnimation.duration = mediaPlayer.duration
mainview.state = "playing"
progressTransformAnimation.start()
}
//![0]
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 1820 / 1080
nearPlane: 0.1
farPlane: 1000.0
position: Qt.vector3d(0.014, 0.956, 2.178)
upVector: Qt.vector3d(0.0, 1.0, 0.0)
viewCenter: Qt.vector3d(0.0, 0.7, 0.0)
}
//![0]
Entity {
components: [
DirectionalLight {
intensity: 0.9
worldDirection: Qt.vector3d(0, 0.6, -1)
}
]
}
RenderSettings {
id: external_forward_renderer
activeFrameGraph: ForwardRenderer {
camera: camera
clearColor: "transparent"
}
}
components: [external_forward_renderer]
//![1]
// Bars
CuboidMesh {
id: barMesh
xExtent: 0.1
yExtent: 0.1
zExtent: 0.1
}
NodeInstantiator {
id: collection
property int maxCount: parent.numberOfBars
model: maxCount
delegate: BarEntity {
id: cubicEntity
entityMesh: barMesh
rotationTimeMs: sceneRoot.barRotationTimeMs
entityIndex: index
entityCount: sceneRoot.numberOfBars
entityAnimationsState: animationState
magnitude: 0
}
}
//![1]
// TitlePrism
Entity {
id: titlePrism
property real titleAngle: titleStartAngle
Entity {
id: titlePlane
PlaneMesh {
id: titlePlaneMesh
width: 550
height: 100
}
Transform {
id: titlePlaneTransform
scale: 0.003
translation: Qt.vector3d(0, 0.11, 0)
}
NormalDiffuseMapAlphaMaterial {
id: titlePlaneMaterial
diffuse: TextureLoader { source: "qrc:/images/demotitle.png" }
normal: TextureLoader { source: "qrc:/images/normalmap.png" }
shininess: 1.0
}
components: [titlePlaneMesh, titlePlaneMaterial, titlePlaneTransform]
}
// Song title
Entity {
id: songTitlePlane
PlaneMesh {
id: songPlaneMesh
width: 550
height: 100
}
Transform {
id: songPlaneTransform
scale: 0.003
rotationX: 90
translation: Qt.vector3d(0, -0.03, 0.13)
}
property Material songPlaneMaterial: NormalDiffuseMapAlphaMaterial {
diffuse: TextureLoader { source: "qrc:/images/songtitle.png" }
normal: TextureLoader { source: "qrc:/images/normalmap.png" }
shininess: 1.0
}
components: [songPlaneMesh, songPlaneMaterial, songPlaneTransform]
}
property Transform titlePrismPlaneTransform: Transform {
matrix: {
var m = Qt.matrix4x4()
m.translate(Qt.vector3d(-0.5, 1.3, -0.4))
m.rotate(titlePrism.titleAngle, Qt.vector3d(1, 0, 0))
return m;
}
}
components: [titlePlane, songTitlePlane, titlePrismPlaneTransform]
}
// Circle to create the reflection effect
Mesh {
id: circleMesh
source: "qrc:/meshes/circle.obj"
}
Entity {
id: circleEntity
property Material circleMaterial: PhongAlphaMaterial {
alpha: 0.4
ambient: "black"
diffuse: "black"
specular: "black"
shininess: 10000
}
components: [circleMesh, circleMaterial]
}
//![2]
// Progress
Mesh {
id: progressMesh
source: "qrc:/meshes/progressbar.obj"
}
Transform {
id: progressTransform
property real defaultStartAngle: -90
property real progressAngle: defaultStartAngle
rotationY: progressAngle
}
Entity {
property Material progressMaterial: PhongMaterial {
ambient: "#80C342"
diffuse: "black"
}
components: [progressMesh, progressMaterial, progressTransform]
}
//![2]
QQ2.NumberAnimation {
id: progressTransformAnimation
target: progressTransform
property: "progressAngle"
duration: 0
running: false
from: progressTransform.defaultStartAngle
to: -270
onStopped: if (animationState != "stopped") animationState = "stopped"
}
}