4#ifndef QPHYSICSUTILS_P_H
5#define QPHYSICSUTILS_P_H
20#include <foundation/PxTransform.h>
21#include <foundation/PxMat33.h>
22#include <foundation/PxQuat.h>
23#include <foundation/PxVec3.h>
33 return physx::PxVec3(qvec.x(), qvec.y(), qvec.z());
38 return physx::PxQuat(qquat.x(), qquat.y(), qquat.z(), qquat.scalar());
43 return physx::PxMat33(
const_cast<float *
>(
m.constData()));
The QQuaternion class represents a quaternion consisting of a vector and scalar.
The QVector3D class represents a vector or vertex in 3D space.
Q_ALWAYS_INLINE physx::PxVec3 toPhysXType(const QVector3D &qvec)
Q_ALWAYS_INLINE bool fuzzyEquals(const physx::PxTransform &a, const physx::PxTransform &b)
const QQuaternion kMinus90YawRotation
Q_ALWAYS_INLINE physx::PxTransform toPhysXTransform(const QVector3D &position, const QQuaternion &rotation)
Q_ALWAYS_INLINE QVector3D toQtType(const physx::PxVec3 &vec)
bool qFuzzyCompare(qfloat16 p1, qfloat16 p2) noexcept
GLboolean GLboolean GLboolean b
GLboolean GLboolean GLboolean GLboolean a
[7]
static qreal position(const QQuickItem *item, QQuickAnchors::Anchor anchorLine)