Qt Quick 3D Physics - Compound Shapes Example
import QtQuick
import QtQuick3D
import QtQuick3D.Physics
import QtQuick3D.Helpers
import QtQuick.Controls
import QtQuick.Layouts
Window {
width: 1280
height: 720
visible: true
title: qsTr("Compound Shapes Example")
DynamicsWorld {
id: physicsWorld
running: false
enableCCD: true
}
Timer {
running: true
interval: 5000
onTriggered: physicsWorld.running = true
}
View3D {
id: viewport
property real ringY : 900
property real ringDistance : 135
anchors.fill: parent
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
}
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
}
}
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"
}
}
WasdController {
controlledObject: camera
speed: 0.02
keysEnabled: true
Keys.onPressed: (event)=> {
if (keysEnabled) {handleKeyPress(event);}
if (event.key === Qt.Key_Space) {
physicsWorld.running = true
} else if (event.key === Qt.Key_G) {
physicsWorld.forceDebugView = !physicsWorld.forceDebugView
}
}
Keys.onReleased: (event) => { if (keysEnabled) handleKeyRelease(event) }