Qt Quick 3D Physics - Custom Shapes Example | Qt Quick 3D Physics | Qt 6.12.0
Description: Demonstrates using different shapes.
Keywords: auto-generated

- Qt 6.12
- Qt Quick 3D Physics
- Qt Quick 3D Physics Examples and Tutorials
- Qt Quick 3D Physics - Custom Shapes Example
- Qt Quick 3D Physics | Commercial or GPLv3

# Qt Quick 3D Physics - Custom Shapes Example

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

     DynamicRigidBody {
         id: thisBody
         required property int index

         Texture {
             id: numberNormal
             source: "maps/numbers-normal.png"
         }

         Texture {
             id: numberFill
             source: "maps/numbers.png"
             generateMipmaps: true
             mipFilter: Texture.Linear
         }

         function randomInRange(min, max) {
             return Math.random() * (max - min) + min
         }

         function restore() {
             reset(initialPosition, eulerRotation)
         }

         scale: Qt.vector3d(scaleFactor, scaleFactor, scaleFactor)
         eulerRotation: Qt.vector3d(randomInRange(0, 360),
                                    randomInRange(0, 360),
                                    randomInRange(0, 360))

         property vector3d initialPosition: Qt.vector3d(11 + 1.5 * Math.cos(index/(Math.PI/4)),
                                                        6 + index * 1.5,
                                                        0)
         position: initialPosition

         property real scaleFactor: randomInRange(0.8, 1.4)
         property color baseCol: Qt.hsla(randomInRange(0, 1),
                                         randomInRange(0.6, 1.0),
                                         randomInRange(0.4, 0.7),
                                         1.0)

         collisionShapes: ConvexMeshShape {
             id: diceShape
             source: Math.random() < 0.25 ? "meshes/icosahedron.mesh"
                   : Math.random() < 0.5 ? "meshes/dodecahedron.mesh"
                   : Math.random() < 0.75 ? "meshes/octahedron.mesh"
                                          : "meshes/tetrahedron.mesh"
         }

         Model {
             id: thisModel
             source: diceShape.source
             receivesShadows: false
             materials: PrincipledMaterial {
                 metalness: 1.0
                 roughness: thisBody.randomInRange(0.2, 0.6)
                 baseColor: thisBody.baseCol
                 emissiveMap: numberFill
                 emissiveFactor: Qt.vector3d(1, 1, 1)
                 normalMap: numberNormal
                 normalStrength: 0.75
             }
         }
     }