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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