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qphysicsutils_p.h
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1// Copyright (C) 2022 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
3// Qt-Security score:significant reason:default
4
5#ifndef QPHYSICSUTILS_P_H
6#define QPHYSICSUTILS_P_H
7
8//
9// W A R N I N G
10// -------------
11//
12// This file is not part of the Qt API. It exists purely as an
13// implementation detail. This header file may change from version to
14// version without notice, or even be removed.
15//
16// We mean it.
17//
18
19#include <QVector3D>
20#include <QQuaternion>
21#include <foundation/PxTransform.h>
22#include <foundation/PxMat33.h>
23#include <foundation/PxQuat.h>
24#include <foundation/PxVec3.h>
25
26namespace physx {
27class PxRigidBody;
28}
29
30namespace QPhysicsUtils {
31
32Q_ALWAYS_INLINE physx::PxVec3 toPhysXType(const QVector3D &qvec)
33{
34 return physx::PxVec3(qvec.x(), qvec.y(), qvec.z());
35}
36
37Q_ALWAYS_INLINE physx::PxQuat toPhysXType(const QQuaternion &qquat)
38{
39 return physx::PxQuat(qquat.x(), qquat.y(), qquat.z(), qquat.scalar());
40}
41
42Q_ALWAYS_INLINE physx::PxMat33 toPhysXType(const QMatrix3x3 &m)
43{
44 return physx::PxMat33(const_cast<float *>(m.constData()));
45}
46
47Q_ALWAYS_INLINE QVector3D toQtType(const physx::PxVec3 &vec)
48{
49 return QVector3D(vec.x, vec.y, vec.z);
50}
51
52Q_ALWAYS_INLINE QQuaternion toQtType(const physx::PxQuat &quat)
53{
54 return QQuaternion(quat.w, quat.x, quat.y, quat.z);
55}
56
63
64Q_ALWAYS_INLINE bool fuzzyEquals(const physx::PxTransform &a, const physx::PxTransform &b)
65{
66 return qFuzzyCompare(a.p.x, b.p.x) && qFuzzyCompare(a.p.y, b.p.y) && qFuzzyCompare(a.p.z, b.p.z)
67 && qFuzzyCompare(a.q.x, b.q.x) && qFuzzyCompare(a.q.y, b.q.y)
68 && qFuzzyCompare(a.q.z, b.q.z) && qFuzzyCompare(a.q.w, b.q.w);
69}
70
72}
73
74#endif // QPHYSICSUTILS_P_H
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
void createWorld()
SimulationEventCallback * callback
void deleteWorld()
physx::PxScene * scene
void createScene(float typicalLength, float typicalSpeed, const QVector3D &gravity, bool enableCCD, QPhysicsWorld *physicsWorld, unsigned int numThreads)
physx::PxControllerManager * controllerManager
The QVector3D class represents a vector or vertex in 3D space.
Definition qvectornd.h:172
const QQuaternion kMinus90YawRotation
#define PHYSX_RELEASE(x)
static QT_BEGIN_NAMESPACE physx::PxTransform getPhysXLocalTransform(const QQuick3DNode *node)
#define QT_BEGIN_NAMESPACE
#define QT_END_NAMESPACE
static StaticPhysXObjects & getReference()