// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
    \example simple
    \ingroup quick3dphysics-examples
    \title Qt Quick 3D Physics - Simple Example
    \examplecategory {3D}
    \brief Demonstrates setting up a simple physics scene.
    \image simple-example.jpg {Screenshot of a green landscape with three different 3d objects next
           to each other}

    This example gives an introductory overview of the basic Quick 3D Physics features by
    going through the code of a simple example. Note that this introduction assumes a familiarity
    with the Qt Quick 3D module.

    \section1 Setup

    The whole example is contained and set up in the \e main.qml file. Let's first look
    at the object that creates the physical world. This node is called PhysicsWorld:

    \snippet simple/main.qml world

    We set the \l {PhysicsWorld::} {scene} property to the scene of our View3D. The \c scene property
    defines where the simulation will look for physics nodes to simulate. Any physics nodes placed
    outside of the scene node will not be part of the simulation.

    \section1 Scene

    Let's have a look at the scene.

    \snippet simple/main.qml scene

    Our scene is just a View3D since we want to draw our physical objects.
    It contains a PerspectiveCamera and a DirectionalLight for rendering, but more importantly
    it contains a StaticRigidBody and three DynamicRigidBody nodes. In physics, a rigid body is
    a non-deformable, solid body with uniform density. We have two types of rigid bodies available;
    StaticRigidBody and DynamicRigidBody. A StaticRigidBody is a QML node which contains a static (immovable) rigid body.
    It is technically possible to move the body but it will incur a performance penalty. A DynamicRigidBody
    on the other hand is used for objects that can move. A DynamicRigidBody has a \l {DynamicRigidBody::} {isKinematic}
    property, when it is set to true the rigid body will not be influenced by external forces and can be
    controlled from scripts and animations. For instance a football would not be kinematic but an elevator
    or a moving platform typically would. This also means that if you update the \c position property
    of the football it would not move to that position whereas the elevator would.

    To be able to interact with other physical objects the \l {PhysicsNode::} {collisionShapes}
    property needs to be set. The \l {PhysicsNode::} {collisionShapes} property is a list that
    can contain one or more shapes and will act as one rigid unit combined. You can position and
    rotate these shapes in relation to each other. Note that plane, triangle mesh and heightmap
    shapes only work with dynamic bodies if the body is kinematic.

    \section1 Shapes

    Our scene contains four physical objects (plane, box, ball, capsule). We will go through them one at a time.

    \section2 Plane

    \snippet simple/main.qml plane

    We create a plane by making a StaticRigidBody node. In this node we set the \l {PhysicsNode::} {collisionShapes}
    property to contain a PlaneShape. Planes divide space into "above" and "below" them. Everything "below"
    the plane will collide with it and be pushed above it. The Plane lies on the YZ plane with "above"
    pointing towards positive X. We put a Model inside our StaticRigidBody node to render the plane.
    This is a common pattern which makes sure that the model also moves and rotates in the same way
    when the physical object interacts in the scene. Since we want the plane to lie on the XY plane
    we rotate it using the \c eulerRotation property. We rotate the model in a similar way.

    \section2 Box

    \snippet simple/main.qml box

    We create a sphere by making a DynamicRigidBody node and a single BoxShape in \l {PhysicsNode::} {collisionShapes}.
    Since this is a dynamic node the box will interact with the scene by colliding and moving like a free object.
    Since the cube model is a hundred times bigger than a unit cube we need to scale it accordingly.
    Since this is a dynamic body and thus have a physical weight we set the \l {DynamicRigidBody::} {density} property.

    \section2 Sphere

    \snippet simple/main.qml sphere

    We create a sphere by making a DynamicRigidBody node and a single SphereShape in \l {PhysicsNode::} {collisionShapes}.

    \section2 Capsule

    \snippet simple/main.qml capsule

    We create a capsule by making a DynamicRigidBody node and a single CapsuleShape in \l {PhysicsNode::} {collisionShapes}.
    We build a capsule model by using the built-in CapsuleGeometry provided by Qt Quick 3D.
*/
