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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick
import QtQuick3D
Rectangle {
width: 700
height: 400
color: "lightgray"
Rectangle {
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom
width: 200
color: "green"
}
View3D {
anchors.fill: parent
Texture {
id: diffuseMap
source: "../shared/maps/texture_withAlpha.png"
generateMipmaps: true
mipFilter: Texture.Linear
}
environment: SceneEnvironment {
depthPrePassEnabled: true
}
Node {
Model {
id: car1
x: -200
y: 100
scale: Qt.vector3d(50, 50, 50)
eulerRotation.y: 45
source: "../shared/models/carCombined.mesh"
materials: PrincipledMaterial {
baseColorMap: diffuseMap
opacityChannel: Material.A
roughness: 0.240909
alphaMode: PrincipledMaterial.Blend
depthDrawMode: Material.OpaqueOnlyDepthDraw
}
}
Model {
id: car2
x: 200
y: 100
scale: Qt.vector3d(50, 50, 50)
eulerRotation.y: 45
source: "../shared/models/carCombined.mesh"
materials: PrincipledMaterial {
baseColorMap: diffuseMap
opacityChannel: Material.A
roughness: 0.240909
alphaMode: PrincipledMaterial.Blend
depthDrawMode: Material.AlwaysDepthDraw
}
}
Model {
id: car3
x: -200
y: -100
scale: Qt.vector3d(50, 50, 50)
eulerRotation.y: 45
source: "../shared/models/carCombined.mesh"
materials: PrincipledMaterial {
baseColorMap: diffuseMap
opacityChannel: Material.A
roughness: 0.240909
alphaMode: PrincipledMaterial.Blend
depthDrawMode: Material.NeverDepthDraw
}
}
Model {
id: car4
x: 200
y: -100
scale: Qt.vector3d(50, 50, 50)
eulerRotation.y: 45
source: "../shared/models/carCombined.mesh"
materials: PrincipledMaterial {
baseColorMap: diffuseMap
opacityChannel: Material.A
roughness: 0.240909
alphaMode: PrincipledMaterial.Blend
depthDrawMode: Material.OpaquePrePassDepthDraw
}
}
Model {
id: cube1
scale: Qt.vector3d(2, 2, 2)
x: 600
y: 200
source: "#Cube"
materials: PrincipledMaterial {
baseColorMap: diffuseMap
opacityChannel: Material.A
alphaMode: PrincipledMaterial.Blend
depthDrawMode: Material.AlwaysDepthDraw
}
}
Model {
id: cube2
scale: Qt.vector3d(2, 2, 2)
x: 600
y: -200
source: "#Cube"
materials: PrincipledMaterial {
baseColorMap: diffuseMap
opacityChannel: Material.A
alphaMode: PrincipledMaterial.Blend
depthDrawMode: Material.OpaquePrePassDepthDraw
}
}
}
DirectionalLight {
eulerRotation.x: -20
}
camera: PerspectiveCamera {
id: camera1
z: 600
y: 250
x: 200
eulerRotation.x: -20
}
}
}