Visualizer.qml Example File
audio-visualizer-qml/Visualizer.qml/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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() } 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) } 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] // 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 } } // 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: "qrc:/images/demotitle.png" normal: "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: "qrc:/images/songtitle.png" normal: "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] } // 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] } QQ2.NumberAnimation { id: progressTransformAnimation target: progressTransform property: "progressAngle" duration: 0 running: false from: progressTransform.defaultStartAngle to: -270 onStopped: if (animationState != "stopped") animationState = "stopped" } }
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