Qt Quick 3D Physics - Custom 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("Qt Quick 3D Physics - Custom Shapes")
PhysicsWorld {
id: physicsWorld
running: true
typicalLength: 2
enableCCD: true
maximumTimestep: 20
scene: viewport.scene
}
View3D {
id: viewport
anchors.fill: parent
environment: SceneEnvironment {
clearColor: "white"
backgroundMode: SceneEnvironment.SkyBox
antialiasingMode: SceneEnvironment.MSAA
antialiasingQuality: SceneEnvironment.High
lightProbe: proceduralSky
}
Texture {
id: proceduralSky
textureData: ProceduralSkyTextureData {
sunLongitude: -115
}
}
Texture {
id: weaveNormal
source: "maps/weave.png"
scaleU: 200
scaleV: 200
generateMipmaps: true
mipFilter: Texture.Linear
}
Texture {
id: numberNormal
source: "maps/numbers-normal.png"
}
Texture {
id: numberFill
source: "maps/numbers.png"
generateMipmaps: true
mipFilter: Texture.Linear
}
Node {
id: scene
scale: Qt.vector3d(2, 2, 2)
PerspectiveCamera {
id: camera
position: Qt.vector3d(-45, 25, 60)
eulerRotation: Qt.vector3d(-6, -33, 0)
clipFar: 1000
clipNear: 0.1
}
DirectionalLight {
eulerRotation: Qt.vector3d(-45, 25, 0)
castsShadow: true
brightness: 1
shadowMapQuality: Light.ShadowMapQualityVeryHigh
}
StaticRigidBody {
position: Qt.vector3d(-15, -8, 0)
id: tablecloth
Model {
geometry: HeightFieldGeometry {
id: tableclothGeometry
extents: Qt.vector3d(150, 20, 150)
source: "maps/cloth-heightmap.png"
smoothShading: false
}
materials: PrincipledMaterial {
baseColor: "#447722"
roughness: 0.8
normalMap: weaveNormal
normalStrength: 0.7
}
}
collisionShapes: HeightFieldShape {
id: hfShape
extents: tableclothGeometry.extents
source: "maps/cloth-heightmap.png"
}
}
DynamicRigidBody {
id: diceCup
isKinematic: true
mass: 0
property vector3d bottomPos: Qt.vector3d(11, 6, 0)
property vector3d topPos: Qt.vector3d(11, 45, 0)
property vector3d unloadPos: Qt.vector3d(0, 45, 0)
position: bottomPos
kinematicPivot: Qt.vector3d(0, 6, 0)
kinematicPosition: bottomPos
collisionShapes: TriangleMeshShape {
id: cupShape
source: "meshes/simpleCup.mesh"
}
Model {
source: "meshes/cup.mesh"
materials: PrincipledMaterial {
baseColor: "#cc9988"
roughness: 0.3
metalness: 1
}
}
}
StaticRigidBody {
id: diceTower
x: -4
Model {
id: testModel
source: "meshes/tower.mesh"
materials: [
PrincipledMaterial {
baseColor: "#ccccce"
roughness: 0.3
},
PrincipledMaterial {
id: glassMaterial
baseColor: "#aaaacc"
transmissionFactor: 0.95
thicknessFactor: 1
roughness: 0.05
}
]
}
collisionShapes: TriangleMeshShape {
id: triShape
source: "meshes/tower.mesh"
}
}
Component {
id: diceComponent
DynamicRigidBody {
id: thisBody
function randomInRange(min, max) {
return Math.random() * (max - min) + min
}
function restore() {
reset(initialPosition, eulerRotation)
}
scale: Qt.vector3d(scaleFactor, scaleFactor, scaleFactor)
eulerRotation: Qt.vector3d(randomInRange(0, 360),
randomInRange(0, 360),
randomInRange(0, 360))
property vector3d initialPosition: Qt.vector3d(11 + 1.5 * Math.cos(index/(Math.PI/4)),
diceCup.bottomPos.y + index * 1.5,
0)
position: initialPosition
property real scaleFactor: randomInRange(0.8, 1.4)
property color baseCol: Qt.hsla(randomInRange(0, 1),
randomInRange(0.6, 1.0),
randomInRange(0.4, 0.7),
1.0)
collisionShapes: ConvexMeshShape {
id: diceShape
source: Math.random() < 0.25 ? "meshes/icosahedron.mesh"
: Math.random() < 0.5 ? "meshes/dodecahedron.mesh"
: Math.random() < 0.75 ? "meshes/octahedron.mesh"
: "meshes/tetrahedron.mesh"
}
Model {
id: thisModel
source: diceShape.source
materials: PrincipledMaterial {
metalness: 1.0
roughness: randomInRange(0.2, 0.6)
baseColor: baseCol
emissiveMap: numberFill
emissiveFactor: Qt.vector3d(1, 1, 1)
normalMap: numberNormal
normalStrength: 0.75
}
}
}
}
Repeater3D {
id: dicePool
model: 25
delegate: diceComponent
function restore() {
for (var i = 0; i < count; i++) {
objectAt(i).restore()
}
}
}
Connections {
target: physicsWorld
property real totalAnimationTime: 7500
function onFrameDone(timeStep) {
let progressStep = timeStep / totalAnimationTime
animationController.progress += progressStep
if (animationController.progress >= 1) {
animationController.completeToEnd()
animationController.reload()
animationController.progress = 0
}
}
}
AnimationController {
id: animationController
animation: SequentialAnimation {
PauseAnimation { duration: 2500 }
PropertyAnimation {
target: diceCup
property: "kinematicPosition"
to: diceCup.topPos
duration: 2500
}
ParallelAnimation {
PropertyAnimation {
target: diceCup
property: "kinematicEulerRotation.z"
to: 130
duration: 1500
}
PropertyAnimation {
target: diceCup
property: "kinematicPosition"
to: diceCup.unloadPos
duration: 1500
}
}
PauseAnimation { duration: 1000 }
ParallelAnimation {
PropertyAnimation {
target: diceCup
property: "kinematicEulerRotation.z"
to: 0
duration: 1500
}
PropertyAnimation {
target: diceCup
property: "kinematicPosition"
to: diceCup.topPos
duration: 1500
}
}
PropertyAnimation { target: diceCup; property: "kinematicPosition"; to: diceCup.bottomPos; duration: 1500 }
PauseAnimation { duration: 2000 }
ScriptAction { script: dicePool.restore() }
}
}
} // scene
} // View3D
WasdController {
keysEnabled: true
controlledObject: camera
speed: 0.2
}
}