Qt Quick 3D物理学 - ジョイントの例

物理シーンでのジョイントの使用方法を示します。

この例では、Quick 3D Physicsで利用可能ないくつかのジョイントの使用方法を示します。

このシーンは、PhysicsWorld 、PerspectiveCamera を備えたView3D 、およびDirectionalLight から構成される典型的なシーンです:

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

    PhysicsWorld {
        scene: viewport.scene
        running: true
    }

    View3D {
        id: viewport
        anchors.fill: parent

        environment: SceneEnvironment {
            clearColor: "#d6dbdf"
            backgroundMode: SceneEnvironment.Color
        }

        PerspectiveCamera {
            position: Qt.vector3d(0, 600, 700)
            eulerRotation: Qt.vector3d(-30, 0, 0)
            clipFar: 5000
            clipNear: 1
        }

        DirectionalLight {
            eulerRotation.x: -45
            eulerRotation.y: 45
            castsShadow: true
            brightness: 1
            shadowFactor: 50
            shadowMapQuality: Light.ShadowMapQualityHigh
        }

        Rope {
            eulerRotation: Qt.vector3d(0, 0, -90)
            position: Qt.vector3d(0, 500, 0)
        }

        Prismatic {
            id: prismatic
            position: Qt.vector3d(-250, 100, 0)
        }

        Revolute {
            id: revolute
            position: Qt.vector3d(200, 200, 100)
        }

        StaticRigidBody {
            position: Qt.vector3d(0, -100, 0)
            eulerRotation: Qt.vector3d(-90, 0, 0)
            collisionShapes: PlaneShape {}
            Model {
                source: "#Rectangle"
                scale: Qt.vector3d(20, 20, 1)
                materials: PrincipledMaterial {
                    baseColor: "green"
                }
                castsShadows: false
                receivesShadows: true
            }
        }

        FrameAnimation {
            id: animator
            running: true
            onTriggered: {
                prismatic.jointRotation.z += 1
                revolute.jointRotation.x += 0.95
            }
        }
    }
}

床として機能するPlaneShape を持つStaticRigidBody と、3つのカスタムQMLオブジェクト(Rope、Prismatic、Revolute)があります。

Rope {
    eulerRotation: Qt.vector3d(0, 0, -90)
    position: Qt.vector3d(0, 500, 0)
}

Prismatic {
    id: prismatic
    position: Qt.vector3d(-250, 100, 0)
}

Revolute {
    id: revolute
    position: Qt.vector3d(200, 200, 100)
}

Ropeオブジェクトは、一連のカプセルと球体で構成されており、カプセル同士はspherical joints で、球体はfixed joint で接続されています。

Node {
    id: root

    SphericalJoint {
        bodyB: shape0
        positionA: root.position
        positionB: Qt.vector3d(-20, 0, 0)
    }

    SphericalJoint {
        bodyA: shape0
        bodyB: shape1
        positionA: Qt.vector3d(20, 0, 0)
        positionB: Qt.vector3d(-20, 0, 0)
    }

    SphericalJoint {
        bodyA: shape1
        bodyB: shape2
        positionA: Qt.vector3d(20, 0, 0)
        positionB: Qt.vector3d(-20, 0, 0)
    }

    SphericalJoint {
        bodyA: shape2
        bodyB: shape3
        positionA: Qt.vector3d(20, 0, 0)
        positionB: Qt.vector3d(-20, 0, 0)
    }

    SphericalJoint {
        bodyA: shape3
        bodyB: shape4
        positionA: Qt.vector3d(20, 0, 0)
        positionB: Qt.vector3d(-20, 0, 0)
    }

    SphericalJoint {
        bodyA: shape4
        bodyB: shape5
        positionA: Qt.vector3d(20, 0, 0)
        positionB: Qt.vector3d(-20, 0, 0)
    }

    FixedJoint {
        bodyA: shape5
        bodyB: sphere
        positionA: Qt.vector3d(20, 0, 0)
        positionB: Qt.vector3d(0, 0, 0)
    }

    DynamicRigidBody {
        id: shape0
        position: Qt.vector3d(0, 0, 0)
        collisionShapes: CapsuleShape {
            diameter: 10
            height: 40
        }
        Model {
            geometry: CapsuleGeometry {
                diameter: 10
                height: 40
            }
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }

    DynamicRigidBody {
        id: shape1
        position: Qt.vector3d(40, 0, 0)
        collisionShapes: CapsuleShape {
            diameter: 10
            height: 40
        }
        Model {
            geometry: CapsuleGeometry {
                diameter: 10
                height: 40
            }
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }

    DynamicRigidBody {
        id: shape2
        position: Qt.vector3d(80, 0, 0)
        collisionShapes: CapsuleShape {
            diameter: 10
            height: 40
        }
        Model {
            geometry: CapsuleGeometry {
                diameter: 10
                height: 40
            }
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }

    DynamicRigidBody {
        id: shape3
        position: Qt.vector3d(120, 0, 0)
        collisionShapes: CapsuleShape {
            diameter: 10
            height: 40
        }
        Model {
            geometry: CapsuleGeometry {
                diameter: 10
                height: 40
            }
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }

    DynamicRigidBody {
        id: shape4
        position: Qt.vector3d(160, 0, 0)
        collisionShapes: CapsuleShape {
            diameter: 10
            height: 40
        }
        Model {
            geometry: CapsuleGeometry {
                diameter: 10
                height: 40
            }
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }

    DynamicRigidBody {
        id: shape5
        position: Qt.vector3d(200, 0, 0)
        collisionShapes: CapsuleShape {
            diameter: 10
            height: 40
        }
        Model {
            geometry: CapsuleGeometry {
                diameter: 10
                height: 40
            }
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }

    DynamicRigidBody {
        id: sphere
        position: Qt.vector3d(240, 0, 0)
        scale: Qt.vector3d(0.5, 0.5, 0.5)
        collisionShapes: SphereShape {}
        Model {
            source: "#Sphere"
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }
}

Prismaticオブジェクトは、両方のx軸に沿ってprismatic joint で固定された2本の棒で構成されています。このジョイントにより、小さい方の棒は、upper およびlower の制約限界に達するまで、このx軸に沿って自由に動くことができます。

Node {
    id: root
    property vector3d jointRotation : Qt.vector3d(0, 0, 0)

    PrismaticJoint {
        bodyA: prismaticBoxA
        bodyB: prismaticBoxB
        lowerLimit: -200
        upperLimit: 0
        positionA: Qt.vector3d(100, 0, 0)
        positionB: Qt.vector3d(-100, 0, 0)
    }

    DynamicRigidBody {
        id: prismaticBoxA
        kinematicPosition: Qt.vector3d(0, 200, 0)
        kinematicEulerRotation: root.jointRotation
        isKinematic: true
        scale: Qt.vector3d(2, 0.5, 0.5)
        collisionShapes: BoxShape {}
        Model {
            source: "#Cube"
            materials: PrincipledMaterial {
                baseColor: "yellow"
            }
        }
    }

    DynamicRigidBody {
        id: prismaticBoxB
        position: Qt.vector3d(0, 0, 0)
        scale: Qt.vector3d(2, 0.4, 0.4)
        collisionShapes: BoxShape {}
        Model {
            source: "#Cube"
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }
}

Revoluteオブジェクトは、90度回転させられ、revolute joint で固定された2本のバーで構成されています。

Node {
    id: root
    property vector3d jointRotation : Qt.vector3d(0, 90, 0)

    RevoluteJoint {
        bodyA: revoluteBoxA
        bodyB: revoluteBoxB
        positionA: Qt.vector3d(100, 0, 0)
        positionB: Qt.vector3d(100, 0, 0)
        orientationB: Quaternion.fromEulerAngles(0, 0, 90)
        angularLimitLower: -Math.PI / 4
        angularLimitUpper: Math.PI / 4
        enableAngularLimit: true
    }

    DynamicRigidBody {
        id: revoluteBoxA
        kinematicPosition: Qt.vector3d(0, 0, 0)
        kinematicEulerRotation: root.jointRotation
        isKinematic: true
        scale: Qt.vector3d(2, 0.5, 0.5)
        collisionShapes: BoxShape {}
        Model {
            source: "#Cube"
            materials: PrincipledMaterial {
                baseColor: "yellow"
            }
        }
    }

    DynamicRigidBody {
        id: revoluteBoxB
        position: Qt.vector3d(0, 100, -100)
        eulerRotation: Qt.vector3d(0, 90, -90)
        scale: Qt.vector3d(2, 0.5, 0.5)
        collisionShapes: BoxShape {}
        Model {
            source: "#Cube"
            materials: PrincipledMaterial {
                baseColor: "blue"
            }
        }
    }
}

メインシーンに戻ると、キネマティックジョイント「prismatic 」と「revolute 」を回転させる「FrameAnimation 」オブジェクトがあります。

FrameAnimation {
    id: animator
    running: true
    onTriggered: {
        prismatic.jointRotation.z += 1
        revolute.jointRotation.x += 0.95
    }
}

これらすべての可動部品により、物理シミュレーションシーンにおいて各ジョイントがどのように相互作用しているかを確認できます。

ファイル:

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