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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick3D
import QtQuick3D.Helpers
import QtQuick3D.Physics
import QtQuick3D.Physics.Helpers as Helpers
Window {
width: 1280
height: 720
visible: true
title: qsTr("Qt Quick 3D Physics - Character Controller")
PhysicsWorld {
id: physicsWorld
running: true
scene: viewport.scene
}
View3D {
id: viewport
anchors.fill: parent
environment: SceneEnvironment {
clearColor: "#8090d0"
backgroundMode: SceneEnvironment.SkyBox
antialiasingMode: SceneEnvironment.MSAA
antialiasingQuality: SceneEnvironment.High
lightProbe: Texture {
textureData: ProceduralSkyTextureData {}
}
specularAAEnabled: true
}
DirectionalLight {
eulerRotation.x: -30
eulerRotation.y: -70
ambientColor: "#666"
brightness: 0.1
}
//! [building]
Building {
id: building
onTeleporterTriggered: character.teleportHome()
}
//! [building]
//! [charactercontroller]
CharacterController {
id: character
//! [position]
property vector3d startPos: Qt.vector3d(800, 175, -850)
position: startPos
function teleportHome() {
character.teleport(character.startPos)
wasd.cameraRotation.x = 180
}
//! [position]
//! [capsuleshape]
collisionShapes: CapsuleShape {
id: capsuleShape
diameter: 50
height: wasd.crouchActive ? 0 : 100
Behavior on height {
NumberAnimation { duration: 300 }
}
}
property real characterHeight: capsuleShape.height + capsuleShape.diameter
//! [capsuleshape]
//! [triggerreports]
sendTriggerReports: true
//! [triggerreports]
//! [movement]
movement: Qt.vector3d(wasd.sideSpeed, 0, wasd.forwardSpeed)
Behavior on movement {
PropertyAnimation { duration: 200 }
}
//! [movement]
//! [gravity]
gravity: building.inGravityField ? Qt.vector3d(0, 100, 0) : physicsWorld.gravity
//! [gravity]
//! [camera]
eulerRotation.y: wasd.cameraRotation.x
PerspectiveCamera {
id: camera
position: Qt.vector3d(0, character.characterHeight / 2 - 10, 0)
eulerRotation.x: wasd.cameraRotation.y
clipFar: 10000
clipNear: 10
}
//! [camera]
}
//! [charactercontroller]
}
//! [wasd]
Wasd {
id: wasd
property real walkingSpeed: 500
property real speedFactor: sprintActive ? 3 : crouchActive ? 0.3 : 1
property real sideSpeed: (moveLeft ? -1 : moveRight ? 1 : 0) * walkingSpeed * speedFactor
property real forwardSpeed: (moveForwards ? -1 : moveBackwards ? 1 : 0) * walkingSpeed * speedFactor
cameraRotation.x: 180
}
//! [wasd]
}
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