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import QtQuick
import QtQuick.Window
import QtQuick3D
import QtQuick3D.Helpers
Window {
visible: true
width: 640
height: 480
title: qsTr("Shadow Casting Test")
View3D {
id: view
anchors.fill: parent
camera: camera1
DirectionalLight {
castsShadow: true
shadowFactor: 25
eulerRotation: Qt.vector3d(-60, -20, 0)
}
Model {
id: ground
source: "#Cube"
scale: Qt.vector3d(10, 0.01, 10)
materials: DefaultMaterial {
diffuseColor: Qt.rgba(1.0, 1.0, 0.0, 1.0)
}
castsShadows: false
}
Model {
source: "#Sphere"
y: 50
materials: DefaultMaterial {
}
castsShadows: false
}
Model {
source: "#Cylinder"
y: 200
x: -250
scale: Qt.vector3d(1, 5, 1)
materials: DefaultMaterial {
}
castsShadows: true
}
Model {
source: "#Cube"
x: -250
z: 250
y: 50
materials: DefaultMaterial {
}
receivesShadows: false
}
PerspectiveCamera {
id: camera1
z: 600
y: 300
clipFar: 1000
eulerRotation: Qt.vector3d(-20, 0, 0)
}
}
WasdController {
controlledObject: view.camera
}
}
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