// Copyright (C) 2022 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only /*! \example customshapes \ingroup quick3dphysics-examples \title Qt Quick 3D Physics - Custom Shapes Example \examplecategory {3D} \brief Demonstrates using different shapes. \image customshapes-example.jpg This example demonstrates loading and spawning several rigid body meshes as well as animating them. The scene consists of a dice tower, a tablecloth, a cup and a handful of dice. The cup is animated to collect spawning dice and put them in the dice tower. The dice will then roll down and out on the tablecloth. \section1 Environment As usual we have a PhysicsWorld and a View3D. In the View3D we have our environment which sets up a lightprobe: \snippet customshapes/main.qml environment \section1 Textures We define four textures which will be used for the skybox, the tablecloth and the numbers on the dice: \snippet customshapes/main.qml textures \section1 Scene We have a Node which contains our scene with the camera and a directional light: \snippet customshapes/main.qml scene \section1 Tablecloth We add the tablecloth which is a StaticRigidBody consisting of a model with a weave texture and a HeightFieldShape for collision. \snippet customshapes/main.qml cloth \section1 Cup We define the cup as a DynamicRigidBody with a Model and a TriangleMeshShape as the collision shape. It has a Behavior on the \c eulerRotation and \c position properties as these are part of an animation. \snippet customshapes/main.qml cup \section1 Tower The tower is just a StaticRigidBody with a Model and a TriangleMeshShape for collision. \snippet customshapes/main.qml tower \section1 Dice To generate the dice we use a Component and a Repeater3D. The Component contains a DynamicRigidBody with a ConvexMeshShape and a Model. The position, color, scale and mesh source are randomly generated for each die. \snippet customshapes/main.qml dice \section1 Animation To make the dice move from the cup to the dice tower we animate the cup and move it up and then tip it over. To make sure that the animation stays in sync with the physical simulation we use an AnimationController which we connect to the \c onFrameDone signal on the \l PhysicsWorld. After every simulated frame we progress the animation with the elapsed timestep. \snippet customshapes/main.qml animation \section1 Controller Finally a WasdController is added to be able to control the camera using a keyboard: \snippet customshapes/main.qml controller */