- Qt 6.11
- Qt Quick 3D Physics
- Qt Quick 3D Physics Examples and Tutorials
- Qt Quick 3D Physics - Mass Example
- Qt Quick 3D Physics | Commercial or GPLv3

# Qt Quick 3D Physics - Mass Example

     // Copyright (C) 2022 The Qt Company Ltd.
     // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
     import QtQuick
     import QtQuick3D
     import QtQuick3D.Helpers
     import QtQuick3D.Physics

     Window {
         width: 640
         height: 480
         visible: true
         title: qsTr("Qt Quick 3D Physics - Mass")

         PhysicsWorld {
             running: true
             gravity: Qt.vector3d(0, -9.81, 0)
             typicalLength: 1
             typicalSpeed: 10
             scene: viewport.scene
         }

         View3D {
             id: viewport
             anchors.fill: parent

             environment: SceneEnvironment {
                 clearColor: "lightblue"
                 backgroundMode: SceneEnvironment.Color
             }

             PerspectiveCamera {
                 id: camera
                 position: Qt.vector3d(0, 2, 5)
                 eulerRotation: Qt.vector3d(-10, 0, 0)
                 clipFar: 100
                 clipNear: 0.01
             }

             DirectionalLight {
                 eulerRotation.x: -45
                 eulerRotation.y: 45
                 castsShadow: true
                 brightness: 1
                 shadowFactor: 50
                 shadowBias: 0.1
                 pcfFactor: 0.01
             }

             StaticRigidBody {
                 position: Qt.vector3d(0, 0, 0)
                 eulerRotation: Qt.vector3d(-90, 0, 0)
                 collisionShapes: PlaneShape {}
                 Model {
                     source: "#Rectangle"
                     materials: PrincipledMaterial {
                         baseColor: "green"
                     }
                     castsShadows: false
                     receivesShadows: true
                 }
             }

             RolyPoly {
                 position: Qt.vector3d(-2, 0.5, 0)
                 color: "blue"

                 mass: 0.9
                 centerOfMassPosition: Qt.vector3d(0, -0.5, 0)
                 inertiaTensor: Qt.vector3d(0.217011, 0.0735887, 0.217011)
                 massMode: DynamicRigidBody.MassAndInertiaTensor
             }

             RolyPoly {
                 position: Qt.vector3d(0, 0.5, 0)
                 color: "purple"

                 mass: 0.9
                 centerOfMassPosition: Qt.vector3d(0, -0.5, 0)
                 inertiaTensor: Qt.vector3d(0.05, 100, 100)
                 massMode: DynamicRigidBody.MassAndInertiaTensor
             }

             RolyPoly {
                 position: Qt.vector3d(2, 0.5, 0)
                 color: "red"

                 mass: 0.9
                 massMode: DynamicRigidBody.Mass
             }

             Node {
                 id: shapeSpawner
                 property var spheres: []
                 property var sphereComponent: Qt.createComponent("Sphere.qml")

                 function createBall(position, forward) {
                     let diameter = 0.2
                     let speed = 20
                     let sphere = sphereComponent.createObject(shapeSpawner, {
                                                                   "position": position,
                                                                   "sphereDiameter": diameter
                                                               })
                     sphere.setLinearVelocity(forward.times(speed))

                     var pair = {
                         "sphere": sphere,
                         "date": Date.now()
                     }

                     spheres.push(pair)

                     if (sphere === null) {
                         console.log("Error creating object")
                     }
                 }

                 function clean() {
                     spheres = spheres.filter(sphere => {
                         let diff = Date.now() - sphere['date'];
                         if (diff > 5000) {
                             sphere['sphere'].destroy();
                             return false;
                         }
                         return true;
                     });
                 }

                 Timer {
                     interval: 200
                     running: true
                     repeat: true
                     onTriggered: shapeSpawner.clean()
                 }
             }

         }

         WasdController {
             speed: 0.01
             shiftSpeed: 0.1
             controlledObject: camera
             Keys.onPressed: (event) => {
                 handleKeyPress(event);
                 if (event.key === Qt.Key_Space) {
                     shapeSpawner.createBall(camera.position, camera.forward);
                 }
             }
             Keys.onReleased: (event) => { handleKeyRelease(event) }
         }
     }