Qt Quick Física 3D - Ejemplo de cañón
Demuestra cómo generar objetos físicos.

Este ejemplo demuestra cómo crear y eliminar objetos físicos bajo demanda. La escena consiste en una serie de pilas de cajas. Puedes moverte usando WASD y el ratón y disparar una bola pulsando space.
La escena está configurada con los objetos 3D habituales de Qt Quick, como la vista, la cámara y la luz:
PerspectiveCamera { id: camera position: Qt.vector3d(-4000, 5000, 10000) eulerRotation: Qt.vector3d(-20, -20, 0) clipFar: 200000 clipNear: 100 } DirectionalLight { eulerRotation: Qt.vector3d(-45, 45, 0) castsShadow: true brightness: 1 shadowMapQuality: Light.ShadowMapQualityVeryHigh shadowMapFar: camera.clipFar shadowFactor: 50 csmNumSplits: 2 csmSplit1: 0.1 csmSplit2: 0.3 softShadowQuality: Light.PCF4 }
También añadimos un suelo estático:
StaticRigidBody { eulerRotation: Qt.vector3d(-90, 0, 0) collisionShapes: PlaneShape {} Model { source: "#Rectangle" scale: Qt.vector3d(2000, 2000, 1) materials: PrincipledMaterial { baseColor: "green" } castsShadows: false receivesShadows: true } }
Creamos un Nodo que usamos como spawner de objetos y ponemos dentro de nuestra vista:
Node { id: shapeSpawner property var instancesBoxes: [] property var instancesSpheres: [] property int stackCount: 0 property var boxComponent: Qt.createComponent("Box.qml") property var sphereComponent: Qt.createComponent("Sphere.qml") function createStack(stackZ, numStacks) { let size = 10 let extents = 400 for (var i = 0; i < size; i++) { for (var j = 0; j < size - i; j++) { let x = j * 2 - size + i let y = i * 2 + 1 let z = 5 * (stackZ - numStacks) let center = Qt.vector3d(x, y, z).times(0.5 * extents) let box = boxComponent.incubateObject(shapeSpawner, { "position": center, "xyzExtents": extents }) instancesBoxes.push(box) } } } function createBall(position, forward) { var diameter = 600 var speed = 20000 let settings = { "position": position, "sphereDiameter": diameter } let sphere = sphereComponent.createObject(shapeSpawner, settings) sphere.setLinearVelocity(forward.times(speed)) instancesSpheres.push(sphere) if (sphere === null) { console.log("Error creating object") } } function reset() { // Only run method if previous stack has been created fully for (var i = 0; i < instancesBoxes.length; i++) if (!instancesBoxes[i].object) return instancesSpheres.forEach(sphere => { sphere.collisionShapes = [] sphere.destroy() }) instancesBoxes.forEach(box => { box.object.collisionShapes = [] box.object.destroy() }) instancesSpheres = [] instancesBoxes = [] for (var stackI = 0; stackI < stackSlider.value; stackI++) { shapeSpawner.createStack(stackI, stackSlider.value) } } }
Tenemos tres métodos: createStack para crear una pila, createBall para crear una bola con velocidad y reset para reiniciar la escena. La caja real y la esfera que se spawn se almacena en sus propios archivos qml (box.qml y sphere.qml).
Archivos:
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