- Qt 6.6
- 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

Demonstrates using complex collision shapes.

This example demonstrates how to use more than one collision shape to create complex objects for collision detection. The scene consists of a green static plane and a series of links connected to each other. At the beginning, the simulation is disabled. After some time or when the user press the space key, the simulation will start. An animation will start that causes the leftmost and rightmost links to move horizontally back and forth.

#### Setup

As usual we need to add our PhysicsWorld:

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

We do the usual setup where we have an environment, camera and lights:

     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
         shadowFactor: 15
         shadowFilter: 10
         shadowMapFar: 100
         shadowBias: -0.01
         shadowMapQuality: Light.ShadowMapQualityVeryHigh
     }

#### Physical objects

We have our regular static plane:

     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: DefaultMaterial {
                 diffuseColor: "green"
             }
             castsShadows: false
             receivesShadows: true
         }
     }

Then we make instances of our links.

     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"
     }

The first link which is on the left has its isKinematic property set to `true` so that we can control it via animation. Since it is a kinematic object we need to set the kinematicPosition and kinematicRotation properties. We animate it by animating the kinematicPosition property. The other links are instanced with some spacing between them.

To get a smooth animation that follows the physical simulation exactly we use an AnimationController which we connect to the `onFrameDone` signal on the PhysicsWorld. This way, if there were to be any frame drops slowing down the simulation the animation will slow down accordingly. We use a SequentialAnimation with four NumberAnimation to move the leftmost and rightmost rings back and forth. This is the QML code for the animation:

     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
             }
         }
     }

The interesting part is what is happening inside the Mesh and Capsule Links files. Let's take a look at each one of them.

#### Mesh Link

     DynamicRigidBody {
         scale: Qt.vector3d(100, 100, 100)
         property color color: "white"
         PrincipledMaterial {
             id: _material
             baseColor: color
             metalness: 1.0
             roughness: 0.5
         }

         Model {
             source: "meshes/ring.mesh"
             materials: [_material]
         }

         collisionShapes: [
             ConvexMeshShape {
                 source: "meshes/segmentedRing_001.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_002.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_003.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_004.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_005.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_006.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_007.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_008.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_009.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_010.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_011.mesh"
             },
             ConvexMeshShape {
                 source: "meshes/segmentedRing_012.mesh"
             }
         ]
     }

The Mesh Link is a Dynamic Rigid Body with a model and a material. The model loads the mesh from a mesh file. We also have a list of collision shapes that together are combined and form a compound shape for collision detection. Each shape is a Convex Mesh shape which loads the mesh from a source file. A convex shape is basically a shape where the line between any two points within the shape is always inside the shape.

If we take a closer look when the debug mode is enabled, this is how the collision shapes form the compound collision shape:

#### Capsule Link

     DynamicRigidBody {
         property real len: 170
         property real w: 17
         PrincipledMaterial {
             id: material3
             baseColor: "yellow"
             metalness: 1.0
             roughness: 0.5
         }
         Node {
             opacity: 1
             Model {
                 materials: material3
                 source: "#Cylinder"
                 scale: Qt.vector3d(w / 100, len / 100, w / 100)
                 eulerRotation.z: 90
                 y: -len / 2
             }
             Model {
                 materials: material3
                 source: "#Cylinder"
                 scale: Qt.vector3d(w / 100, len / 100, w / 100)
                 eulerRotation.z: 90
                 y: len / 2
             }
             Model {
                 materials: material3
                 source: "#Cylinder"
                 scale: Qt.vector3d(w / 100, len / 100, w / 100)
                 x: len / 2
             }
             Model {
                 materials: material3
                 source: "#Cylinder"
                 scale: Qt.vector3d(w / 100, len / 100, w / 100)
                 x: -len / 2
             }
             Model {
                 materials: material3
                 source: "#Sphere"
                 scale: Qt.vector3d(w / 100, w / 100, w / 100)
                 x: -len / 2
                 y: -len / 2
             }
             Model {
                 materials: material3
                 source: "#Sphere"
                 scale: Qt.vector3d(w / 100, w / 100, w / 100)
                 x: -len / 2
                 y: len / 2
             }
             Model {
                 materials: material3
                 source: "#Sphere"
                 scale: Qt.vector3d(w / 100, w / 100, w / 100)
                 x: len / 2
                 y: -len / 2
             }
             Model {
                 materials: material3
                 source: "#Sphere"
                 scale: Qt.vector3d(w / 100, w / 100, w / 100)
                 x: len / 2
                 y: len / 2
             }
         }
         collisionShapes: [
             CapsuleShape {
                 y: -len / 2
                 height: len
                 diameter: w
             },
             CapsuleShape {
                 y: len / 2
                 height: len
                 diameter: w
             },
             CapsuleShape {
                 x: -len / 2
                 eulerRotation.z: 90
                 height: len
                 diameter: w
             },
             CapsuleShape {
                 x: len / 2
                 eulerRotation.z: 90
                 height: len
                 diameter: w
             }
         ]
     }

The Capsule Link is a Dynamic Rigid Body with some models that share the same material. This link is formed from several cylinders and spheres. Like the Mesh Link we have a list of collision shapes. This time each shape is a Capsule Shape.

If we take a closer look when the debug mode is enabled, this is how the collision shapes form the compound collision shape.

Files:

- compoundshapes/CMakeLists.txt
- compoundshapes/CapsuleLink.qml
- compoundshapes/MeshLink.qml
- compoundshapes/compoundshapes.pro
- compoundshapes/main.cpp
- compoundshapes/main.qml
- compoundshapes/qml.qrc
- compoundshapes/resources.qrc