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import QtQuick
import QtQuick3D
import QtQuick3D.Physics
import QtQuick3D.Helpers
Rectangle {
width: 640
height: 480
visible: true
PhysicsWorld {
scene: viewport.scene
forceDebugDraw: true
running: true
}
View3D {
id: viewport
anchors.fill: parent
PerspectiveCamera {
id: camera
position: Qt.vector3d(0, 50, 500)
eulerRotation: Qt.vector3d(0, 0, 0)
clipFar: 5000
clipNear: 1
}
DirectionalLight {}
BoxShape {
id: boxshape
}
SphereShape {
id: sphereshape
}
CapsuleShape {
id: capsuleshape
}
StaticRigidBody {
id: body0
position: Qt.vector3d(0, 50, 0)
collisionShapes: [boxshape, sphereshape]
}
StaticRigidBody {
id: body1
position: Qt.vector3d(0, 150, 0)
collisionShapes: [sphereshape, boxshape]
}
StaticRigidBody {
id: body2
position: Qt.vector3d(0, 250, 0)
collisionShapes: [capsuleshape, sphereshape]
}
StaticRigidBody {
eulerRotation: Qt.vector3d(-90, 0, 0)
collisionShapes: PlaneShape {}
}
}
WasdController {
controlledObject: camera
}
Timer {
interval: 1
running: true
repeat: false
onTriggered: {
body0.collisionShapes.pop()
body1.collisionShapes.pop()
body2.collisionShapes.pop()
}
}
}
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