Hi, Ramy and Sean > Something like this should do it (not tested)
Thank you, Sean. Correct it little bit, tested, it works: Entity { id: mainEntity property real progress: 0.0 property real rotationSpeed: -1.0 property real angle: previousAngle + ( progress * 360.0 * rotationSpeed ) property real previousAngle: 0.0 function updatePreviousRotation() { mainEntity.previousAngle = mainEntity.angle % 360; } TorusMesh { id: mesh; radius: 5; minorRadius: 1; rings: 100; slices: 20 } PhongMaterial { id: material } //for some reason in this test project using just "angle" leads to ReferenceError, // but in another project it's all right to use Entity properties in Transform without Entity id Transform {id: transform; rotation: fromEulerAngles(0, mainEntity.angle, 0) } SequentialAnimation { running: true loops: Animation.Infinite NumberAnimation { target: mainEntity; property: "progress" from: 0.0; to: 1.0 duration: 1000 } ScriptAction { script: { mainEntity.updatePreviousRotation(); mainEntity.rotationSpeed += 0.1; } } components: [ mesh, material, transform ] } } rotationSpeed defines cycles per second. But now I have another related question. To compute rotationSpeed from vehicle linear speed one needs wheel radius. If I use different vehicle models with distinct size of wheels, I need to know sizes of a mesh (something like size of 3d model collision box). Is there a way to get mesh cube size? Regards, Oleg
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