Qt Quick 3D Physics - Compound Shapes Example | Qt Quick 3D Physics 6.4.1

- Qt 6.4
- Qt Quick 3D Physics
- Qt Quick 3D Physics Examples and Tutorials
- Qt Quick 3D Physics - Compound Shapes Example
- Qt Quick 3D Physics | Commercial or GPLv3

# Qt Quick 3D Physics - Compound Shapes Example

     // Copyright (C) 2022 The Qt Company Ltd.
     // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
     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) }

         }
     }