Qt Quick 3D Physics - CharacterController Example | Qt Quick 3D Physics | Qt 6.10.0
Description: Demonstrates the CharacterController type.

- Qt 6.10
- Qt Quick 3D Physics
- Qt Quick 3D Physics Examples and Tutorials
- Qt Quick 3D Physics - CharacterController Example
- Qt Quick 3D Physics | Commercial or GPLv3

# 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
     import QtQuick3D.Physics
     import QtQuick3D.Particles3D

     Node {
         property bool inGravityField: false
         signal teleporterTriggered

         PrincipledMaterial {
             id: wallMateriall
             baseColor: "#ff776644"
             roughness: 0.7
             cullMode: PrincipledMaterial.NoCulling
             alphaMode: PrincipledMaterial.Opaque
         }
         PrincipledMaterial {
             id: triggerMaterial
             baseColor: "#66aaff"
             roughness: 0.5
             cullMode: PrincipledMaterial.NoCulling
             alphaMode: PrincipledMaterial.Opaque
         }
         PrincipledMaterial {
             id: doorMaterial
             baseColor: "#ff10670e"
             roughness: 0.5
             cullMode: PrincipledMaterial.NoCulling
             alphaMode: PrincipledMaterial.Opaque
         }

         PrincipledMaterial {
             id: whiteMaterial
             baseColor: "white"
             roughness: 0.8
         }

         Texture {
             id: tileColor_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             source: "maps/Tiles107_1K_Color.jpg"
         }
         Texture {
             id: tileNormal_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             source: "maps/Tiles107_1K_NormalGL.jpg"
         }
         Texture {
             id: tileRoughness_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             source: "maps/Tiles107_1K_Roughness.jpg"
         }

         Texture {
             id: blackTileColor_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             source: "maps/Tiles108_1K_Color.jpg"
         }

         PrincipledMaterial {
             id: internalWallMaterial
             baseColorMap: tileColor_texture
             roughnessMap: tileRoughness_texture
             roughness: 1
             normalMap: tileNormal_texture
             cullMode: PrincipledMaterial.NoCulling
             alphaMode: PrincipledMaterial.Opaque
         }

         PrincipledMaterial {
             id: testFloor
             baseColorMap: blackTileColor_texture
             roughnessMap: tileRoughness_texture
             roughness: 1
             normalMap: tileNormal_texture
             normalStrength: 0.5
             cullMode: PrincipledMaterial.NoCulling
             alphaMode: PrincipledMaterial.Opaque
         }

         Texture {
             id: warningColor_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             source: "maps/Tape001_1K_Color.jpg"
         }
         Texture {
             id: warningNormal_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             source: "maps/Tape001_1K_NormalGL.jpg"
         }
         Texture {
             id: warningRoughness_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             source: "maps/Tape001_1K_Roughness.jpg"
         }

         PrincipledMaterial {
             id: warningMaterial
             baseColorMap: warningColor_texture
             roughnessMap: warningRoughness_texture
             roughness: 1
             normalMap: warningNormal_texture
             cullMode: PrincipledMaterial.NoCulling
             alphaMode: PrincipledMaterial.Opaque
         }

         StaticRigidBody {
             id: building
             position: Qt.vector3d(-165.234, -99.9, -443.476)
             collisionShapes: TriangleMeshShape {
                 source: "meshes/building.mesh"
             }
             Model {
                 source: "meshes/building.mesh"
                 materials: [testFloor, internalWallMaterial, whiteMaterial, warningMaterial]
             }
         }

         TriggerBody {
             id: trigger
             position: Qt.vector3d(-162.316, -16.3654, -743.701)
             scale: "13.26, 8.33, 5.58"
             collisionShapes: BoxShape {}
             Model {
                 source: "#Cube"
                 materials: triggerMaterial
                 opacity: 0.1
             }
             onBodyEntered: inGravityField = true
             onBodyExited: inGravityField = false
         }

         Timer {
             id: teleportTriggerDelay
             interval: 250
             onTriggered: teleporterTriggered() // emit signal
         }

         TriggerBody {
             id: teleportTrigger
             position: Qt.vector3d(-762.058, 100, 424.581)
             scale: Qt.vector3d(1, 4, 1)
             collisionShapes: BoxShape {}
             Model {
                 source: "#Cylinder"
                 materials: PrincipledMaterial {
                     baseColor: "red"
                 }
                 opacity: 0.2
             }
             onBodyEntered: teleportTriggerDelay.start()
             onBodyExited: teleportTriggerDelay.stop()
         }

         ParticleSystem3D {
             id: psystem

             startTime: 5000

             SpriteParticle3D {
                 id: spriteParticle
                 sprite: Texture {
                     source: "maps/sphere.png"
                 }
                 maxAmount: 10000
                 color: "#aaccff"
                 colorVariation: Qt.vector4d(0.0, 0.0, 0.0, 0.5)
                 fadeInDuration: 1000
                 fadeOutDuration: 1000
                 billboard: true
             }

             ParticleEmitter3D {
                 id: emitter
                 particle: spriteParticle
                 position: Qt.vector3d(-200, -600, -750)
                 depthBias: -100
                 scale: Qt.vector3d(12.0, 0.5, 5.0)
                 shape: ParticleShape3D {
                     type: ParticleShape3D.Cube
                 }
                 particleScale: 2.0
                 particleScaleVariation: 1.0
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(0, 100, 0)
                     directionVariation: Qt.vector3d(20, 50, 20)
                 }
                 emitRate: 1000
                 lifeSpan: 10000
             }

             SpriteParticle3D {
                 id: teleportParticle
                 sprite: Texture {
                     source: "maps/sphere.png"
                 }
                 maxAmount: 5000
                 color: "#ffccaa"
                 colorVariation: Qt.vector4d(0.2, 0.2, 0.2, 0.5)
                 fadeInDuration: 500
                 fadeOutDuration: 500
                 billboard: true
             }

             ParticleEmitter3D {
                 id: teleportEmitter
                 particle: teleportParticle
                 position: Qt.vector3d(-712.058, 100, 424.581)
                 depthBias: -100
                 scale: Qt.vector3d(0.1, 4, 1)
                 shape: ParticleShape3D {
                     type: ParticleShape3D.Cube
                 }
                 particleScale: 0.5
                 particleScaleVariation: 1.0
                 velocity: VectorDirection3D {
                     direction: Qt.vector3d(-100, 0, 0)
                     directionVariation: Qt.vector3d(20, 50, 20)
                 }
                 emitRate: 5000
                 lifeSpan: 1000
             }
         }

         TriggerBody {
             id: doorTrigger
             position: Qt.vector3d(864.5, 200.4, -461)
             scale: Qt.vector3d(1.5, 2, 3)
             collisionShapes: BoxShape {}
             onBodyEntered: door.open = true
             onBodyExited: door.open = false
         }

         Node {
             id: doorNode
             position: Qt.vector3d(864.5, 200, -461)
             DynamicRigidBody {
                 id: door
                 property bool open: false
                 isKinematic: true
                 scale: Qt.vector3d(0.8, 2, 0.1)
                 kinematicPosition.x: open ? 79 : 0
                 collisionShapes: BoxShape {}
                 Model {
                     source: "#Cube"
                     materials: doorMaterial
                 }
                 Behavior on kinematicPosition.x {
                     NumberAnimation {
                         duration: 1000
                         easing.type: Easing.InOutQuad
                     }
                 }
             }
         }

         Texture {
             id: sign_texture
             generateMipmaps: true
             mipFilter: Texture.Linear
             flipV: true
             flipU: true
             source: "maps/sign.png"
         }

         PrincipledMaterial {
             id: sign_material
             baseColorMap: sign_texture
         }

         Model {
             id: sign

             position: Qt.vector3d(704.498, 269.974, -476.206)
             rotation: Qt.quaternion(0, 1, 0, 0)
             scale: Qt.vector3d(1.8, 1, 0.0687316)
             source: "#Cube"
             materials: sign_material
         }
     }