Qt Quick 3D Physics - CharacterController Example
// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick3D
Item {
id: root
property real xSpeed: 0.1
property real ySpeed: 0.1
property bool xInvert: false
property bool yInvert: true
property bool mouseEnabled: true
property bool keysEnabled: true
readonly property bool inputsNeedProcessing: status.useMouse
property alias acceptedButtons: dragHandler.acceptedButtons
implicitWidth: parent.width
implicitHeight: parent.height
focus: keysEnabled
property bool moveForwards: false
property bool moveBackwards: false
property bool moveLeft: false
property bool moveRight: false
property bool moveUp: false
property bool moveDown: false
property vector2d cameraRotation: Qt.vector2d(0, 0)
property bool sprintActive: false
property bool crouchActive: false
DragHandler {
id: dragHandler
target: null
enabled: mouseEnabled
onCentroidChanged: {
mouseMoved(Qt.vector2d(centroid.position.x, centroid.position.y))
}
onActiveChanged: {
if (active)
mousePressed(Qt.vector2d(centroid.position.x,
centroid.position.y))
else
mouseReleased(Qt.vector2d(centroid.position.x,
centroid.position.y))
}
}
TapHandler {
onTapped: root.forceActiveFocus()
}
Keys.onPressed: (event) => { if (keysEnabled) handleKeyPress(event) }
Keys.onReleased: (event) => { if (keysEnabled) handleKeyRelease(event) }
function mousePressed(newPos) {
root.forceActiveFocus()
status.currentPos = newPos
status.lastPos = newPos
status.useMouse = true
}
function mouseReleased(newPos) {
status.useMouse = false
}
function mouseMoved(newPos) {
status.currentPos = newPos
}
function forwardPressed() {
moveForwards = true
moveBackwards = false
}
function forwardReleased() {
moveForwards = false
}
function backPressed() {
moveBackwards = true
moveForwards = false
}
function backReleased() {
moveBackwards = false
}
function rightPressed() {
moveRight = true
moveLeft = false
}
function rightReleased() {
moveRight = false
}
function leftPressed() {
moveLeft = true
moveRight = false
}
function leftReleased() {
moveLeft = false
}
function upPressed() {
moveUp = true
moveDown = false
}
function upReleased() {
moveUp = false
}
function downPressed() {
moveDown = true
moveUp = false
}
function downReleased() {
moveDown = false
}
function sprintPressed() {
sprintActive = true
crouchActive = false
}
function sprintReleased() {
sprintActive = false
}
function sneakPressed() {
crouchActive = true
sprintActive = false
}
function sneakReleased() {
crouchActive = false
}
function handleKeyPress(event) {
switch (event.key) {
case Qt.Key_W:
case Qt.Key_Up:
forwardPressed()
break
case Qt.Key_S:
case Qt.Key_Down:
backPressed()
break
case Qt.Key_A:
case Qt.Key_Left:
leftPressed()
break
case Qt.Key_D:
case Qt.Key_Right:
rightPressed()
break
case Qt.Key_R:
case Qt.Key_PageUp:
upPressed()
break
case Qt.Key_F:
case Qt.Key_PageDown:
downPressed()
break
case Qt.Key_Shift:
sprintPressed()
break
case Qt.Key_Control:
sneakPressed()
break
}
}
function handleKeyRelease(event) {
switch (event.key) {
case Qt.Key_W:
case Qt.Key_Up:
forwardReleased()
break
case Qt.Key_S:
case Qt.Key_Down:
backReleased()
break
case Qt.Key_A:
case Qt.Key_Left:
leftReleased()
break
case Qt.Key_D:
case Qt.Key_Right:
rightReleased()
break
case Qt.Key_R:
case Qt.Key_PageUp:
upReleased()
break
case Qt.Key_F:
case Qt.Key_PageDown:
downReleased()
break
case Qt.Key_Shift:
sprintReleased()
break
case Qt.Key_Control:
sneakReleased()
break
}
}
Timer {
id: updateTimer
interval: 16
repeat: true
running: root.inputsNeedProcessing
onTriggered: {
processInputs()
}
}
function processInputs() {
if (root.inputsNeedProcessing)
status.processInput()
}
QtObject {
id: status
property bool useMouse: false
property vector2d lastPos: Qt.vector2d(0, 0)
property vector2d currentPos: Qt.vector2d(0, 0)
function processInput() {
if (useMouse) {
// Get the delta
var delta = Qt.vector2d(lastPos.x - currentPos.x,
lastPos.y - currentPos.y)
// rotate x
var rotateX = delta.x * xSpeed
if (xInvert)
rotateX = -rotateX
cameraRotation.x += rotateX
// rotate y
var rotateY = delta.y * -ySpeed
if (yInvert)
rotateY = -rotateY
cameraRotation.y += rotateY
lastPos = currentPos
}
}
}
}