Qt 3D: Audio Visualizer Example▲
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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
(
)
}
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
:
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]
}
// 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"
}
}