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++ // Copyright (C) 2021 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++ #include "qabstractphysicsbody_p.h"
++
++ QT_BEGIN_NAMESPACE
++
++ /*!
++ \qmltype PhysicsBody
++ \inherits PhysicsNode
++ \inqmlmodule QtQuick3D.Physics
++ \since 6.4
++ \brief Base type for all concrete physical bodies.
++
++ PhysicsBody is the base type for all objects that have a physical presence. These objects
++ interact with other bodies. Some types are not influenced by the simulation, such as
++ StaticRigidBody: They only influence other bodies. Other bodies are fully governed by the
++ simulation.
++
++ \sa {Qt Quick 3D Physics Shapes, Bodies and Joints}
++ */
++
++ /*!
++ \qmlproperty PhysicsMaterial PhysicsBody::physicsMaterial
++ This property defines how the body behaves when it collides with or slides against other bodies in the simulation.
++
++ \note This property currently holds a \l PhysicsMaterial with default values unless another
++ one is assigned, but it may default to \c null in a future version of Qt, so do not rely on
++ it being non-null. Assign a \l PhysicsMaterial explicitly to the bodies whose material you
++ read or modify.
++
++ \sa PhysicsMaterial
++ */
++
++ /*!
++ \qmlproperty bool PhysicsBody::simulationEnabled
++ This property defines if the body will partake in the physical simulation.
++
++ Default value: \c{true}
++ */
++
++ QAbstractPhysicsBody::QAbstractPhysicsBody()
++ {
++ m_physicsMaterial = new QPhysicsMaterial(this);
++ }
++
++ QPhysicsMaterial *QAbstractPhysicsBody::physicsMaterial() const
++ {
++ return m_physicsMaterial;
++ }
++
++ void QAbstractPhysicsBody::setPhysicsMaterial(QPhysicsMaterial *newPhysicsMaterial)
++ {
++ if (m_physicsMaterial == newPhysicsMaterial)
++ return;
++ m_physicsMaterial = newPhysicsMaterial;
++ emit physicsMaterialChanged();
++ }
++
++ bool QAbstractPhysicsBody::simulationEnabled() const
++ {
++ return m_simulationEnabled;
++ }
++
++ void QAbstractPhysicsBody::setSimulationEnabled(bool newSimulationEnabled)
++ {
++ if (m_simulationEnabled == newSimulationEnabled)
++ return;
++ m_simulationEnabled = newSimulationEnabled;
++ emit simulationEnabledChanged();
++ }
++
++ QT_END_NAMESPACE