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// 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 {
id: appWindow
width: 800
height: 600
visible: true
title: qsTr("Qt Quick 3D Physics - Cannon")
PhysicsWorld {
scene: viewport.scene
}
View3D {
id: viewport
width: parent.width
height: parent.height
focus: true
environment: SceneEnvironment {
antialiasingMode: SceneEnvironment.MSAA
backgroundMode: SceneEnvironment.Color
clearColor: "#f0f0f0"
}
//! [camera]
PerspectiveCamera {
id: camera
position: Qt.vector3d(-4000, 5000, 10000)
eulerRotation: Qt.vector3d(-20, -20, 0)
clipFar: 200000
clipNear: 100
}
//! [camera]
//! [light]
DirectionalLight {
eulerRotation: Qt.vector3d(-45, 45, 0)
castsShadow: true
brightness: 1
shadowMapQuality: Light.ShadowMapQualityVeryHigh
shadowMapFar: camera.clipFar
shadowFactor: 50
csmNumSplits: 2
csmSplit1: 0.1
csmSplit2: 0.3
softShadowQuality: Light.PCF4
}
//! [light]
//! [floor]
StaticRigidBody {
eulerRotation: Qt.vector3d(-90, 0, 0)
collisionShapes: PlaneShape {}
Model {
source: "#Rectangle"
scale: Qt.vector3d(2000, 2000, 1)
materials: PrincipledMaterial {
baseColor: "green"
}
castsShadows: false
receivesShadows: true
}
}
//! [floor]
//! [spawner]
Node {
id: shapeSpawner
property var instancesBoxes: []
property var instancesSpheres: []
property int stackCount: 0
property var boxComponent: Qt.createComponent("Box.qml")
property var sphereComponent: Qt.createComponent("Sphere.qml")
function createStack(stackZ, numStacks) {
let size = 10
let extents = 400
for (var i = 0; i < size; i++) {
for (var j = 0; j < size - i; j++) {
let x = j * 2 - size + i
let y = i * 2 + 1
let z = 5 * (stackZ - numStacks)
let center = Qt.vector3d(x, y, z).times(0.5 * extents)
let box = boxComponent.incubateObject(shapeSpawner, {
"position": center,
"xyzExtents": extents
})
instancesBoxes.push(box)
}
}
}
function createBall(position, forward) {
var diameter = 600
var speed = 20000
let settings = {
"position": position,
"sphereDiameter": diameter
}
let sphere = sphereComponent.createObject(shapeSpawner, settings)
sphere.setLinearVelocity(forward.times(speed))
instancesSpheres.push(sphere)
if (sphere === null) {
console.log("Error creating object")
}
}
function reset() {
// Only run method if previous stack has been created fully
for (var i = 0; i < instancesBoxes.length; i++)
if (!instancesBoxes[i].object)
return
instancesSpheres.forEach(sphere => {
sphere.collisionShapes = []
sphere.destroy()
})
instancesBoxes.forEach(box => {
box.object.collisionShapes = []
box.object.destroy()
})
instancesSpheres = []
instancesBoxes = []
for (var stackI = 0; stackI < stackSlider.value; stackI++) {
shapeSpawner.createStack(stackI, stackSlider.value)
}
}
}
//! [spawner]
Crosshair {
id: crossHair
anchors.centerIn: parent
}
}
Component.onCompleted: {
shapeSpawner.reset()
}
WasdController {
speed: 100
controlledObject: camera
Keys.onPressed: event => {
handleKeyPress(event)
if (event.key === Qt.Key_Space) {
shapeSpawner.createBall(camera.position,
camera.forward)
}
}
Keys.onReleased: event => {
handleKeyRelease(event)
}
}
Frame {
background: Rectangle {
color: "#c0c0c0"
border.color: "#202020"
}
anchors.top: parent.top
anchors.left: parent.left
anchors.margins: 10
ColumnLayout {
Label {
text: "No. Stacks: " + stackSlider.value.toFixed(0)
}
Slider {
id: stackSlider
focusPolicy: Qt.NoFocus
from: 1
to: 9
value: 4
stepSize: 1
snapMode: Slider.SnapOnRelease
}
Button {
id: resetButton
Layout.alignment: Qt.AlignHCenter
text: "Reset scene"
onClicked: shapeSpawner.reset()
}
Button {
id: fireButton
Layout.alignment: Qt.AlignHCenter
text: "Fire!"
onClicked: shapeSpawner.createBall(camera.position,
camera.forward)
}
}
}
}
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