Qt Quick 3D Physics - Impeller Example
import QtQuick
import QtQuick3D
import QtQuick3D.Physics
Window {
width: 640
height: 480
visible: true
title: qsTr("Qt Quick 3D Physics - Impeller")
DynamicsWorld {
gravity: Qt.vector3d(0, -490, 0)
}
View3D {
anchors.fill: parent
environment: SceneEnvironment {
clearColor: "#d6dbdf"
backgroundMode: SceneEnvironment.Color
}
PerspectiveCamera {
position: Qt.vector3d(0, 200, 1000)
clipFar: 2000
clipNear: 1
}
DirectionalLight {
eulerRotation.x: -45
eulerRotation.y: 45
castsShadow: true
brightness: 1
shadowFactor: 100
}
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: PrincipledMaterial {
baseColor: "green"
}
castsShadows: false
receivesShadows: true
}
}
DynamicRigidBody {
id: sphere
density: 0.00001
position: Qt.vector3d(0, 600, 0)
property bool inArea: false
sendContactReports: true
enableTriggerReports: true
collisionShapes: SphereShape {}
Model {
source: "#Sphere"
materials: PrincipledMaterial {
baseColor: sphere.inArea ? "yellow" : "red"
}
}
}
TriggerBody {
position: Qt.vector3d(0, 350, 0)
scale: Qt.vector3d(1, 2, 1)
collisionShapes: BoxShape {
id: boxShape
}
Model {
source: "#Cube"
materials: PrincipledMaterial {
baseColor: Qt.rgba(1, 0, 1, 0.2)
alphaMode: PrincipledMaterial.Blend
}
}
onBodyEntered: (body) => {
if (body.hasOwnProperty('inArea'))
body.inArea = true;
}
onBodyExited: (body) => {
if (body.hasOwnProperty('inArea'))
body.inArea = false;
}
}
StaticRigidBody {
position: Qt.vector3d(0, 0, 0)
scale: Qt.vector3d(2, 2, 2)
receiveContactReports: true
collisionShapes: SphereShape {}
Model {
source: "#Sphere"
materials: PrincipledMaterial {
baseColor: "blue"
}
}
onBodyContact: (body, positions, impulses, normals) => {
for (var normal of normals) {
let force = normal.times(-2000);
body.applyCentralImpulse(force);
}
}