Revision control
++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++ #ifndef ABSTRACTPHYSXNODE_H
++ #define ABSTRACTPHYSXNODE_H
++
++ //
++ // W A R N I N G
++ // -------------
++ //
++ // This file is not part of the Qt API. It exists purely as an
++ // implementation detail. This header file may change from version to
++ // version without notice, or even be removed.
++ //
++ // We mean it.
++ //
++
++ #include "qstaticphysxobjects_p.h"
++
++ #include "foundation/PxTransform.h"
++ #include "qtconfigmacros.h"
++
++ #include <QVector>
++ #include <qobject.h>
++
++ namespace physx {
++ class PxMaterial;
++ class PxShape;
++ }
++
++ QT_BEGIN_NAMESPACE
++
++ class QAbstractPhysicsNode;
++ class QMatrix4x4;
++ class QQuick3DNode;
++ class QPhysicsWorld;
++ class QPhysicsMaterial;
++ class QPhysXWorld;
++
++ // Used for debug drawing
++ enum class DebugDrawBodyType {
++ Static = 0,
++ DynamicAwake = 1,
++ DynamicSleeping = 2,
++ Trigger = 3,
++ Character = 4,
++ Unknown = 5
++ };
++
++ /*
++ NOTE
++ The inheritance hierarchy is not ideal, since both controller and rigid body have materials,
++ but trigger doesn't. AND both trigger and rigid body have actors, but controller doesn't.
++ */
++
++ class QAbstractPhysXNode : public QObject
++ {
++ Q_OBJECT
++ public:
++ QAbstractPhysXNode(QAbstractPhysicsNode *node);
++ virtual ~QAbstractPhysXNode();
++
++ bool cleanupIfRemoved(QPhysXWorld *physX); // TODO rename??
++
++ virtual void init(QPhysicsWorld *world, QPhysXWorld *physX) = 0;
++ virtual void updateDefaultDensity(float density);
++ // The material of the frontend node, if it has one
++ virtual QPhysicsMaterial *qtMaterial() const;
++ // Moves the node to the material matching the properties of qtMaterial(), creating it if
++ // needed. Returns true if the node ended up with a different material than before.
++ bool updateMaterial();
++ void releaseMaterial();
++ virtual void markDirtyShapes();
++ virtual void rebuildDirtyShapes(QPhysicsWorld *, QPhysXWorld *);
++ virtual void updateFilters();
++
++ virtual void sync(float deltaTime, QHash<QQuick3DNode *, QMatrix4x4> &transformCache) = 0;
++ virtual void cleanup(QPhysXWorld *);
++ virtual bool debugGeometryCapability();
++ virtual physx::PxTransform getGlobalPose();
++
++ virtual bool useTriggerFlag();
++ virtual DebugDrawBodyType getDebugDrawBodyType();
++
++ bool shapesDirty() const;
++ void setShapesDirty(bool dirty);
++
++ bool filtersDirty() const;
++ void setFiltersDirty(bool dirty);
++
++ virtual void detachFrontend();
++
++ QVector<physx::PxShape *> shapes;
++ physx::PxMaterial *material = nullptr;
++ // The properties 'material' was created for
++ PhysicsMaterialProperties materialProperties = PhysicsMaterialProperties::none();
++ QAbstractPhysicsNode *frontendNode = nullptr;
++ bool isRemoved = false;
++ };
++
++ QT_END_NAMESPACE
++
++ #endif