Qt Quick 3D Physics - Compound Shapes Example | Qt Quick 3D Physics | Qt 6.10.0
Description: Demonstrates using complex collision shapes.

- Qt 6.10
- 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 QtQuick.Controls
     import QtQuick.Layouts

     Window {
         width: 1280
         height: 720
         visible: true
         title: qsTr("Qt Quick 3D Physics - Compound Shapes")

         PhysicsWorld {
             id: physicsWorld
             enableCCD: true
             maximumTimestep: 20
             scene: viewport.scene
         }

         View3D {
             id: viewport
             property real ringY: 900
             property real ringDistance: 165
             anchors.fill: parent

             environment: SceneEnvironment {
                 antialiasingMode: SceneEnvironment.MSAA
                 backgroundMode: SceneEnvironment.Color
                 clearColor: "lightblue"
             }

             focus: true

             PerspectiveCamera {
                 id: camera
                 position: Qt.vector3d(0, 900, 1500)
                 eulerRotation: Qt.vector3d(-10, 0, 0)
                 clipFar: 15500
                 clipNear: 1
             }

             DirectionalLight {
                 eulerRotation.x: -45
                 eulerRotation.y: 45
                 castsShadow: true
                 brightness: 1.5
                 shadowMapQuality: Light.ShadowMapQualityHigh
             }

             StaticRigidBody {
                 position: Qt.vector3d(0, -100, 0)
                 eulerRotation: Qt.vector3d(-90, 0, 0)
                 collisionShapes: PlaneShape {}
                 Model {
                     source: "#Rectangle"
                     scale: Qt.vector3d(500, 500, 1)
                     materials: PrincipledMaterial {
                         baseColor: "green"
                     }
                     castsShadows: false
                     receivesShadows: true
                 }
             }

             MeshLink {
                 id: leftLink
                 isKinematic: true
                 property vector3d startPos: Qt.vector3d(-6 * viewport.ringDistance,
                                                         viewport.ringY,
                                                         0)
                 property vector3d startRot: Qt.vector3d(90, 0, 0)
                 kinematicPosition: startPos
                 position: startPos
                 kinematicEulerRotation: startRot
                 eulerRotation: startRot
                 color: "red"
             }

             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 {
                 id: rightLink
                 isKinematic: true
                 property vector3d startPos: Qt.vector3d(6 * viewport.ringDistance,
                                                         viewport.ringY,
                                                         0)
                 property vector3d startRot: Qt.vector3d(90, 0, 0)
                 kinematicPosition: startPos
                 position: startPos
                 kinematicEulerRotation: startRot
                 eulerRotation: startRot
                 color: "red"
             }

             Connections {
                 target: physicsWorld
                 property real totalAnimationTime: 12000
                 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 {
                     NumberAnimation {
                         target: leftLink
                         property: "kinematicPosition.x"
                         to: 3 * viewport.ringDistance
                         from: -6 * viewport.ringDistance
                         easing.type: Easing.InOutCubic
                         duration: 1000
                     }
                     NumberAnimation {
                         target: leftLink
                         property: "kinematicPosition.x"
                         from: 3 * viewport.ringDistance
                         to: -6 * viewport.ringDistance
                         easing.type: Easing.InOutCubic
                         duration: 1000
                     }
                     NumberAnimation {
                         target: rightLink
                         property: "kinematicPosition.x"
                         to: -3 * viewport.ringDistance
                         from: 6 * viewport.ringDistance
                         easing.type: Easing.InOutCubic
                         duration: 1000
                     }
                     NumberAnimation {
                         target: rightLink
                         property: "kinematicPosition.x"
                         from: -3 * viewport.ringDistance
                         to: 6 * viewport.ringDistance
                         easing.type: Easing.InOutCubic
                         duration: 1000
                     }
                 }
             }
         }
     }