Qt Quick 3D Physics - Cannon Example▲
This example demonstrates how to create and delete physical objects on demand. The scene consists of a number of stacks of boxes. You can move around by using WASD and the mouse and shoot a ball by pressing space.
The scene is setup with the usual Qt Quick 3D objects like view, camera and light:
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PerspectiveCamera {
id: camera
position: Qt.vector3d(-4000, 5000, 10000)
eulerRotation : Qt.vector3d(-20, -20, 0)
clipFar: 500000
clipNear: 100
}
DirectionalLight {
eulerRotation: Qt.vector3d(-45, 45, 0)
castsShadow: true
brightness: 1
shadowMapQuality: Light.ShadowMapQualityVeryHigh
shadowFactor: 100
}We also add a static floor:
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StaticRigidBody {
eulerRotation: Qt.vector3d(-90, 0, 0)
collisionShapes: PlaneShape {}
Model {
source: "#Rectangle"
scale: Qt.vector3d(2000, 2000, 0)
materials: PrincipledMaterial {
baseColor: "green"
}
castsShadows: false
receivesShadows: true
}
}We create a Node we use as the spawner of objects and put inside our view:
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Node {
id: shapeSpawner
property var instancesBoxes: []
property var instancesSpheres: []
property int stackCount: 0
function createStack(stackZ) {
var size = 10;
var extents = 400;
for (var i = 0; i < size; i++) {
for (var j = 0; j < size-i; j++) {
var component = Qt.createComponent("box.qml");
let x = j*2 - size + i;
let y = i*2 + 1;
let z = -5*stackZ;
let center = Qt.vector3d(x, y, z).times(0.5*extents);
let box = component.createObject(shapeSpawner, {position: center, xyzExtents: extents});
instancesBoxes.push(box);
if (box === null) {
console.log("Error creating object");
}
}
}
}
function createBall(position, forward) {
var diameter = 600;
var speed = 20000;
var component = Qt.createComponent("sphere.qml");
let sphere = component.createObject(shapeSpawner, {position: position, linearVelocity: forward.times(speed), sphereDiameter: diameter});
instancesSpheres.push(sphere);
if (sphere === null) {
console.log("Error creating object");
}
}
function reset() {
instancesSpheres.forEach(sphere => { sphere.destroy(); });
instancesBoxes.forEach(boxes => { boxes.destroy(); });
instancesSpheres = [];
instancesBoxes = [];
for (var stackI = 0; stackI < stackSlider


