Qt Quick 3D Physics - Joints Example
// Copyright (C) 2026 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick3D
import QtQuick3D.Helpers
import QtQuick3D.Physics
import QtQuick3D.Physics.Helpers
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
}
}
}
}