Revision control
Copy as Markdown
// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick
import QtTest
import QtQuick3D
import QtQuick3D.Physics
import QtQuick3D.Physics.TestUtils
Item {
width: 640
height: 480
visible: true
PhysicsWorld {
scene: viewport.scene
minimumTimestep: 15
maximumTimestep: 15
forceDebugDraw: true
}
View3D {
id: viewport
anchors.fill: parent
environment: SceneEnvironment {
clearColor: "#d6dbdf"
backgroundMode: SceneEnvironment.Color
}
PerspectiveCamera {
position: Qt.vector3d(-200, 100, 500)
eulerRotation: Qt.vector3d(-20, -20, 0)
clipFar: 5000
clipNear: 1
}
DirectionalLight {
eulerRotation.x: -45
eulerRotation.y: 45
castsShadow: false
brightness: 1
shadowFactor: 100
}
DynamicRigidBody {
id: cube
property bool hit: false
position: Qt.vector3d(-100, 100, 0)
receiveContactReports: true
onBodyContact: (body, positions, impulses, normals) => hit = true
collisionShapes: ConvexMeshShape {
source: "#Cube"
}
Model {
source: "#Cube"
materials: PrincipledMaterial {
baseColor: "yellow"
}
}
}
DynamicRigidBody {
id: sphere
property bool hit: false
position: Qt.vector3d(0, 100, 0)
receiveContactReports: true
onBodyContact: (body, positions, impulses, normals) => hit = true
collisionShapes: ConvexMeshShape {
source: "#Sphere"
}
Model {
source: "#Sphere"
materials: PrincipledMaterial {
baseColor: "yellow"
}
}
}
DynamicRigidBody {
id: cone
property bool hit: false
position: Qt.vector3d(100, 100, 0)
receiveContactReports: true
onBodyContact: (body, positions, impulses, normals) => hit = true
collisionShapes: ConvexMeshShape {
source: "#Cone"
}
Model {
source: "#Cone"
materials: PrincipledMaterial {
baseColor: "yellow"
}
}
}
StaticRigidBody {
position: Qt.vector3d(0, -100, 0)
eulerRotation: Qt.vector3d(-90, 0, 0)
collisionShapes: PlaneShape {}
sendContactReports: true
Model {
source: "#Rectangle"
scale: Qt.vector3d(10, 10, 1)
materials: DefaultMaterial {
diffuseColor: "green"
}
castsShadows: false
receivesShadows: true
}
}
}
PhysicsTestCase {
name: "scene"
goalReached: cube.hit
}
PhysicsTestCase {
name: "scene"
goalReached: sphere.hit
}
PhysicsTestCase {
name: "scene"
goalReached: cone.hit
}
}