Demonstrates using complex collision shapes.
This example demonstrates how to use more than one collision shape to create complex objects for collision detection. The scene consists of a green static plane and a series of links connected to each other. At the beginning, the simulation is disabled. After some time or when the user press the space key, the simulation will start. An animation will start that causes the leftmost link to move horizontally. Since the leftmost link is purely controlled by animation, the isKinematic property is set to true.
As usual we need to add our DynamicsWorld:
DynamicsWorld { id: physicsWorld running: false enableCCD: true }
We do the usual setup where we have an environment, camera and lights:
environment: SceneEnvironment { antialiasingMode: SceneEnvironment.MSAA backgroundMode: SceneEnvironment.Color clearColor: "lightblue" } focus: true PerspectiveCamera { id: camera position: Qt.vector3d(-200, 900, 1300) eulerRotation: Qt.vector3d(-10, 0, 0) clipFar: 15500 clipNear: 1 } DirectionalLight { eulerRotation.x: -45 eulerRotation.y: 45 castsShadow: true brightness: 1.5 shadowFactor: 15 shadowFilter: 10 shadowMapFar: 100 shadowBias: -0.01 shadowMapQuality: Light.ShadowMapQualityVeryHigh }
We have our regular static plane:
StaticRigidBody { position: Qt.vector3d(0, -100, 0) eulerRotation: Qt.vector3d(-90, 0, 0) collisionShapes: PlaneShape {} Model { source: "#Rectangle" scale: Qt.vector3d(500, 500, 0) materials: DefaultMaterial { diffuseColor: "green" } castsShadows: false receivesShadows: true } }
Then we make instances of our links.
MeshLink { isKinematic: true position: Qt.vector3d(-6 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) color: "red" SequentialAnimation on x { running: physicsWorld.running PauseAnimation { duration: 7000 } NumberAnimation { from: -6 * viewport.ringDistance to: -9 * viewport.ringDistance duration: 3000 easing.type: Easing.InOutQuad } SequentialAnimation { NumberAnimation { from: -9 * viewport.ringDistance to: 3 * viewport.ringDistance easing.type: Easing.InOutCubic duration: 8000 } NumberAnimation { to: -9 * viewport.ringDistance from: 3 * viewport.ringDistance easing.type: Easing.InOutCubic duration: 8000 } loops: Animation.Infinite } } } CapsuleLink { position: Qt.vector3d(-5 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) } MeshLink { position: Qt.vector3d(-4 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) } MeshLink { position: Qt.vector3d(-3 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(0, 90, 0) } MeshLink { position: Qt.vector3d(-2 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) } MeshLink { position: Qt.vector3d(-1 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(0, 90, 0) } CapsuleLink { position: Qt.vector3d(0, viewport.ringY, 0) } MeshLink { position: Qt.vector3d(1 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(0, 90, 0) } MeshLink { position: Qt.vector3d(2 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) } MeshLink { position: Qt.vector3d(3 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(0, 90, 0) } MeshLink { position: Qt.vector3d(4 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) } CapsuleLink { position: Qt.vector3d(5 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) } MeshLink { isKinematic: true position: Qt.vector3d(6 * viewport.ringDistance, viewport.ringY, 0) eulerRotation: Qt.vector3d(90, 0, 0) color: "red" }
The first link which is on the left has its isKinematic property set to true so that we can control it via animation. The other links are instanced with some spacing between them.
The interesting part is what is happening inside the Mesh and Capsule Links files. Let's take a look at each one of them.
DynamicRigidBody { scale: Qt.vector3d(100, 100, 100) property color color: "white" PrincipledMaterial { id: _material baseColor: color metalness: 1.0 roughness: 0.5 } Model { source: "meshes/ring.mesh" materials: [ _material ] } collisionShapes: [ ConvexMeshShape { meshSource: "meshes/segmentedRing_001.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_002.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_003.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_004.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_005.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_006.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_007.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_008.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_009.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_010.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_011.mesh" }, ConvexMeshShape { meshSource: "meshes/segmentedRing_012.mesh" } ] }
The Mesh Link is a Dynamic Rigid Body with a model and a material. The model loads the mesh from a mesh file. We also have a list of collision shapes that together are combined and form a compound shape for collision detection. Each shape is a Convex Mesh shape which loads the mesh from a source file. A convex shape is basically a shape where the line between any two points within the shape is always inside the shape.
If we take a closer look when the debug mode is enabled, this is how the collision shapes form the compound collision shape:
DynamicRigidBody { property real len: 170 property real w: 17 PrincipledMaterial { id: material3 baseColor: "yellow" metalness: 1.0 roughness: 0.5 } Node { opacity: 1 Model { materials: material3 source: "#Cylinder" scale: Qt.vector3d(w/100, len/100, w/100) eulerRotation.z: 90 y: -len/2 } Model { materials: material3 source: "#Cylinder" scale: Qt.vector3d(w/100, len/100, w/100) eulerRotation.z: 90 y: len/2 } Model { materials: material3 source: "#Cylinder" scale: Qt.vector3d(w/100, len/100, w/100) x: len/2 } Model { materials: material3 source: "#Cylinder" scale: Qt.vector3d(w/100, len/100, w/100) x: -len/2 } Model { materials: material3 source: "#Sphere" scale: Qt.vector3d(w/100, w/100, w/100) x: -len/2 y: -len/2 } Model { materials: material3 source: "#Sphere" scale: Qt.vector3d(w/100, w/100, w/100) x: -len/2 y: len/2 } Model { materials: material3 source: "#Sphere" scale: Qt.vector3d(w/100, w/100, w/100) x: len/2 y: -len/2 } Model { materials: material3 source: "#Sphere" scale: Qt.vector3d(w/100, w/100, w/100) x: len/2 y: len/2 } } collisionShapes: [ CapsuleShape { y: -len/2 height: len diameter: w }, CapsuleShape { y: len/2 height: len diameter: w }, CapsuleShape { x: -len/2 eulerRotation.z: 90 height: len diameter: w }, CapsuleShape { x: len/2 eulerRotation.z: 90 height: len diameter: w } ] }
The Capsule Link is a Dynamic Rigid Body with some models that share the same material. This link is formed from several cylinders and spheres. Like the Mesh Link we have a list of collision shapes. This time each shape is a Capsule Shape.
If we take a closer look when the debug mode is enabled, this is how the collision shapes form the compound collision shape.
Files: