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CarChallenge 3D Demo

 import QtQuick 2.0
 import Felgo 3.0

 // for the shadow component with a PlaneMesh
 import Qt3D.Core 2.0
 import Qt3D.Render 2.0

 EntityBase {
   id: car
   // the enityId should be set by the level file!
   entityType: "car"
   // variationType is either set to carRed or carBlue

   property alias inputActionsToKeyCode: twoAxisController.inputActionsToKeyCode
   property alias image: image

   // gets accessed to insert the input when touching the HUDController
   property alias controller: twoAxisController

   Component.onCompleted: {
     console.debug("car.onCompleted()")
     console.debug("car.x:", x)
     var mapped = mapToItem(world.debugDraw, x, y)
     console.debug("car.x world:", mapped.x)
   }

   Image {
     id: image
     source: "../../assets/img/car_red.png"

     anchors.centerIn: parent
     width: boxCollider.width
     height: boxCollider.height

     property list<Item> imagePoints: [
       // this imagePoint can be used for creation of the rocket
       // it must be far enough in front of the car that they don't collide upon creation
       // the +30 might have to be adapted if the size of the rocket is changed
       Item {x: image.width/2+30}
     ]

   }

   Render3D {
     id: carModel
     source: "../../assets/3d/kart2-noShadow.obj"
     texture: variationType === "carRed" ? "../../assets/3d/kart_col.tif" : "../../assets/3d/kart_blue_col.tif"

     // looking to positive y-axis like that

     // an offset is needed to make them point in the right direction; 0 degree is to the right
     rotation: parent.rotation + 270
     rotationAxis: Qt.vector3d(0,0,1)

     // set this to correctly rotate the car
     rotationOffset: 270
     rotationAxisOffset: Qt.vector3d(1,0,0)

     // this translates the car to the center and not top left
     // set the scaleOffset to 0.8 to match the physics body size
     scaleOffset: 0.8
     xOffset: 6*scaleOffset
     yOffset: 18*scaleOffset
   }

   Render3D {
     // the shadow texture is a cheap way of adding shadows to the game, until shadow mapping is implemented in one of the coming updates
     // tested with these offset values to be in the center
     xOffset: 3
     yOffset: 5
     zOffset: -0.2 // move it a little bit above the ground so it is visible

     rotation: parent.rotation
     rotationAxis: Qt.vector3d(0,0,1)

     rotationOffset: 270
     rotationAxisOffset: Qt.vector3d(1,0,0)

     texture: "../../assets/3d/car_shadow.jpg"
     components: [renderTransform, material, planeMesh]
   }
   PlaneMesh {
     id: planeMesh
     width: boxCollider.width
     height: boxCollider.height
   }

   // this is used as input for the BoxCollider force & torque properties
   TwoAxisController {
     id: twoAxisController

     // call the logic function when an input press (possibly the fire event) is received
     onInputActionPressed: handleInputAction(actionName)
   }

   BoxCollider {
     id: boxCollider

     // the image and the physics will use this size; this is important as it specifies the mass of the body! it is in respect to the world size
     width: 60
     height: 40

     anchors.centerIn: parent

     density: 0.02
     friction: 0.4
     restitution: 0.5
     body.bullet: true
     body.linearDamping: 10
     body.angularDamping: 15

     // this is applied every physics update tick
     force: Qt.point(twoAxisController.yAxis*8000 * world.pixelsPerMeter, 0)
     torque: twoAxisController.xAxis*2000 * world.pixelsPerMeter * world.pixelsPerMeter

     Component.onCompleted: {
       console.debug("car.physics.x:", x)
       var mapped = mapToItem(world.debugDraw, x, y)
       console.debug("car.physics.x world:", mapped.x)
     }

     fixture.onBeginContact: {
       var fixture = other
       var body = other.getBody()
       var component = body.target
       var collidingType = component.entityType

       //var
       console.debug("car contact with: ", other, body, component)
       console.debug("car collided entity type:", collidingType)

       console.debug("car contactNormal:", contactNormal, "x:", contactNormal.x, "y:", contactNormal.y)

     }
   }

   function handleInputAction(action) {
     if( action === "fire") {
       // x&y of this component are 0..
       console.debug("creating weapon at current position x", car.x, "y", car.y)
       console.debug("image.imagePoints[0].x:", image.imagePoints[0].x, ", image.imagePoints[0].y:", image.imagePoints[0].y)

       // this is the point that we defined in Car.qml for the rocket to spawn
       var imagePointInWorldCoordinates = mapToItem(level,image.imagePoints[0].x, image.imagePoints[0].y)
       console.debug("imagePointInWorldCoordinates x", imagePointInWorldCoordinates.x, " y:", imagePointInWorldCoordinates.y)

       // create the rocket at the specified position with the rotation of the car that fires it
       entityManager.createEntityFromUrlWithProperties(Qt.resolvedUrl("Rocket.qml"), {"x": imagePointInWorldCoordinates.x, "y": imagePointInWorldCoordinates.y, "rotation": car.rotation})

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