- Qt 6.11
- Qt Quick 3D Physics
- Qt Quick 3D Physics Examples and Tutorials
- Qt Quick 3D Physics - CharacterController Example
- Qt Quick 3D Physics | Commercial or GPLv3

# Qt Quick 3D Physics - CharacterController Example

Demonstrates the CharacterController type.

This example shows how to use a CharacterController to move the camera in a scene, giving a first-person view. The character controller represents the viewpoint of the user as an entity that is constrained by the physical geometry of the scene, walks on the ground, climbs up/down stairs, and interacts with triggers.

#### The scene

The scene consists of a simple building which is defined in Building.qml, and will not be explained in detail. (The mesh `building.mesh` was made using Blender. It can be recreated from building.gltf using the balsam tool.)

The building contains three triggers:

- A trigger that opens the door. Implemented internally in Building.qml
- A "gravityField" trigger that sets a property `inGravityField` when something is inside it.
- A "teleport" trigger that emits a signal `teleporterTriggered` when something enters it.

#### The character controller

The complete character controller logic is as follows:

     CharacterController {
         id: character
         property vector3d startPos: Qt.vector3d(800, 175, -850)
         position: startPos
         function teleportHome() {
             character.teleport(character.startPos)
             wasd.cameraRotation.x = 180
         }

         collisionShapes: CapsuleShape {
             id: capsuleShape
             diameter: 50
             height: wasd.crouchActive ? 0 : 100
             Behavior on height {
                 NumberAnimation { duration: 300 }
             }
         }
         property real characterHeight: capsuleShape.height + capsuleShape.diameter

         sendTriggerReports: true

         movement: Qt.vector3d(wasd.sideSpeed, 0, wasd.forwardSpeed)
         Behavior on movement {
             PropertyAnimation { duration: 200 }
         }

         gravity: building.inGravityField ? Qt.vector3d(0, 100, 0) : physicsWorld.gravity

         eulerRotation.y: wasd.cameraRotation.x
         PerspectiveCamera {
             id: camera
             position: Qt.vector3d(0, character.characterHeight / 2 - 10, 0)
             eulerRotation.x: wasd.cameraRotation.y
             clipFar: 10000
             clipNear: 10
         }
     }

The character controller needs a shape. Only CapsuleShape is supported. Note that the height property refers to the height of the cylinder part of the capsule: the total height of the character is calculated by adding the height of the bottom and top hemispheres:

     collisionShapes: CapsuleShape {
         id: capsuleShape
         diameter: 50
         height: wasd.crouchActive ? 0 : 100
         Behavior on height {
             NumberAnimation { duration: 300 }
         }
     }
     property real characterHeight: capsuleShape.height + capsuleShape.diameter

In order to trigger a TriggerBody, the character controller must have the sendTriggerReports property set to `true`:

     sendTriggerReports: true

CharacterController has its own gravity property, independent of PhysicsWorld. The common use case is to switch between walking and flying. In this example, we implement an antigravity field by changing the `gravity` property to point upwards when the character is inside the "gravityField" trigger:

     gravity: building.inGravityField ? Qt.vector3d(0, 100, 0) : physicsWorld.gravity

##### Position and movement

When the `teleporterTriggered` signal is emitted, we change the position and orientation of the character back to its initial position. Note that the position property should not be changed while the simulation is running. Use the teleport function instead:

     property vector3d startPos: Qt.vector3d(800, 175, -850)
     position: startPos
     function teleportHome() {
         character.teleport(character.startPos)
         wasd.cameraRotation.x = 180
     }

The motion of the character is defined by setting the movement property to a velocity. The character will then try to move with that velocity, relative to the forward vector. The character may end up moving at a different speed, since it may be blocked by a wall, or be in free fall. Mouse/keyboard input comes from the `wasd` object, which is a stripped-down version of WasdController.

     movement: Qt.vector3d(wasd.sideSpeed, 0, wasd.forwardSpeed)
     Behavior on movement {
         PropertyAnimation { duration: 200 }
     }

The two rotational axes are handled differently, in order to follow common practice for WASD movement when walking on the ground:

- Vertical rotation changes the view direction, but does not make the character fly up into the air or dig down into the ground.
- Horizontal rotation changes the forward direction of the character. (This is an exeption to the rule that transformations should not be changed when the physics simulation is running: It is safe to change the rotation of the character controller, since that doesn't change the state of the physics engine: it only changes the interpretation of the movement vector.)

     eulerRotation.y: wasd.cameraRotation.x
     PerspectiveCamera {
         id: camera
         position: Qt.vector3d(0, character.characterHeight / 2 - 10, 0)
         eulerRotation.x: wasd.cameraRotation.y
         clipFar: 10000
         clipNear: 10
     }

Files:

- charactercontroller/Building.qml
- charactercontroller/CMakeLists.txt
- charactercontroller/Wasd.qml
- charactercontroller/charactercontroller.pro
- charactercontroller/main.cpp
- charactercontroller/main.qml
- charactercontroller/qml.qrc

Images:

- charactercontroller/maps/Tape001_1K_Color.jpg
- charactercontroller/maps/Tape001_1K_NormalGL.jpg
- charactercontroller/maps/Tape001_1K_Roughness.jpg
- charactercontroller/maps/Tiles107_1K_Color.jpg
- charactercontroller/maps/Tiles107_1K_NormalGL.jpg
- charactercontroller/maps/Tiles107_1K_Roughness.jpg
- charactercontroller/maps/Tiles108_1K_Color.jpg
- charactercontroller/maps/sign.png
- charactercontroller/maps/sphere.png