9#include "PxRigidDynamic.h"
10#include "PxRigidActor.h"
13#include "physxnode/qphysxworld_p.h"
20#include <QtGui/qquaternion.h>
22#define PHYSX_RELEASE(x)
33 if (qobject_cast<
const QPlaneShape *>(node) !=
nullptr) {
35 const QQuaternion rotation = QPhysicsUtils::kMinus90YawRotation * node->rotation();
36 return physx::PxTransform(QPhysicsUtils::toPhysXType(node->position()),
37 QPhysicsUtils::toPhysXType(rotation));
38 }
else if (
auto *hf = qobject_cast<
const QHeightFieldShape *>(node)) {
40 return physx::PxTransform(QPhysicsUtils::toPhysXType(node->position() + hf->hfOffset()),
41 QPhysicsUtils::toPhysXType(node->rotation()));
44 const QQuaternion &rotation = node->rotation();
45 const QVector3D &localPosition = node->position();
46 const QVector3D &scale = node->sceneScale();
47 return physx::PxTransform(QPhysicsUtils::toPhysXType(localPosition * scale),
48 QPhysicsUtils::toPhysXType(rotation));
69 actor->userData =
reinterpret_cast<
void *>(frontendNode);
75 QHash<QQuick3DNode *, QMatrix4x4> & )
77 auto *body =
static_cast<QAbstractPhysicsBody *>(frontendNode);
78 if (QPhysicsMaterial *qtMaterial = body->physicsMaterial()) {
79 const float staticFriction = qtMaterial->staticFriction();
80 const float dynamicFriction = qtMaterial->dynamicFriction();
81 const float restitution = qtMaterial->restitution();
82 if (material->getStaticFriction() != staticFriction)
83 material->setStaticFriction(staticFriction);
84 if (material->getDynamicFriction() != dynamicFriction)
85 material->setDynamicFriction(dynamicFriction);
86 if (material->getRestitution() != restitution)
87 material->setRestitution(restitution);
93 if (!frontendNode || !actor)
100 const auto &collisionShapes = frontendNode->getCollisionShapesList();
101 const auto &physXShapes = shapes;
103 const int len = collisionShapes.size();
104 if (physXShapes.size() != len) {
108 for (
int i = 0; i < len; i++) {
109 auto poseNew = getPhysXLocalTransform(collisionShapes[i]);
110 auto poseOld = physXShapes[i]->getLocalPose();
112 if (!QPhysicsUtils::fuzzyEquals(poseNew, poseOld)) {
132 const physx::PxTransform trf = QPhysicsUtils::toPhysXTransform(frontendNode->scenePosition(),
133 frontendNode->sceneRotation());
134 actor = s_physx.physics->createRigidDynamic(trf);
144 return actor->getGlobalPose();
150 for (
auto *shape : shapes) {
151 body->detachShape(*shape);
158 for (
const auto &collisionShape : frontendNode->getCollisionShapesList()) {
161 auto *geom = collisionShape->getPhysXGeometry();
162 if (!geom || !material)
165 auto &s_physx = StaticPhysXObjects::getReference();
166 auto physXShape = s_physx.physics->createShape(*geom, *material);
168 if (useTriggerFlag()) {
169 physXShape->setFlag(physx::PxShapeFlag::eSIMULATION_SHAPE,
false);
170 physXShape->setFlag(physx::PxShapeFlag::eTRIGGER_SHAPE,
true);
174 physx::PxFilterData filterData;
175 filterData.word0 = frontendNode->filterGroup();
176 filterData.word1 = frontendNode->filterIgnoreGroups();
177 physXShape->setSimulationFilterData(filterData);
180 shapes.push_back(physXShape);
181 physXShape->setLocalPose(getPhysXLocalTransform(collisionShape));
182 body->attachShape(*physXShape);
196 for (
auto &physXShape : shapes) {
197 physx::PxFilterData filterData;
198 filterData.word0 = frontendNode->filterGroup();
199 filterData.word1 = frontendNode->filterIgnoreGroups();
200 physXShape->setSimulationFilterData(filterData);
bool filtersDirty() const
virtual void cleanup(QPhysXWorld *)
QAbstractPhysXNode(QAbstractPhysicsNode *node)
void setShapesDirty(bool dirty)
void setFiltersDirty(bool dirty)
virtual void createMaterial(QPhysXWorld *physX)
void markDirtyShapes() override
void buildShapes(QPhysXWorld *physX)
void rebuildDirtyShapes(QPhysicsWorld *world, QPhysXWorld *physX) override
void init(QPhysicsWorld *world, QPhysXWorld *physX) override
bool debugGeometryCapability() override
QPhysXActorBody(QAbstractPhysicsNode *frontEnd)
void cleanup(QPhysXWorld *physX) override
physx::PxRigidActor * actor
virtual void createActor(QPhysXWorld *physX)
void sync(float deltaTime, QHash< QQuick3DNode *, QMatrix4x4 > &transformCache) override
void updateFilters() override
physx::PxTransform getGlobalPose() override
The QVector3D class represents a vector or vertex in 3D space.
static QT_BEGIN_NAMESPACE physx::PxTransform getPhysXLocalTransform(const QQuick3DNode *node)
#define QT_BEGIN_NAMESPACE
static StaticPhysXObjects & getReference()