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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
#ifndef DYNAMICRIGIDBODY_H
#define DYNAMICRIGIDBODY_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 <QtQuick3DPhysics/private/qabstractphysicsbody_p.h>
#include <QtQml/QQmlEngine>
#include <QtCore/QQueue>
#include <QtQuick3DUtils/private/qssgutils_p.h>
#include <QtGui/qquaternion.h>
QT_BEGIN_NAMESPACE
class QPhysicsCommand;
class Q_QUICK3DPHYSICS_EXPORT QDynamicRigidBody : public QAbstractPhysicsBody
{
public:
enum class MassMode {
DefaultDensity,
CustomDensity,
Mass,
MassAndInertiaTensor,
MassAndInertiaMatrix,
};
Q_ENUM(MassMode)
enum class CCDType {
None,
SpeculativeCCD,
SweepBasedCCD,
};
Q_ENUM(CCDType)
enum AxisLock {
LockNone = 0,
LockX = 1,
LockY = 2,
LockZ = 4,
};
Q_ENUM(AxisLock)
Q_OBJECT
Q_PROPERTY(float mass READ mass WRITE setMass NOTIFY massChanged)
Q_PROPERTY(float density READ density WRITE setDensity NOTIFY densityChanged)
Q_PROPERTY(AxisLock linearAxisLock READ linearAxisLock WRITE setLinearAxisLock NOTIFY
linearAxisLockChanged REVISION(6, 5))
Q_PROPERTY(AxisLock angularAxisLock READ angularAxisLock WRITE setAngularAxisLock NOTIFY
angularAxisLockChanged REVISION(6, 5))
Q_PROPERTY(CCDType ccd READ ccd WRITE setCCD NOTIFY ccdChanged REVISION(6, 13))
Q_PROPERTY(bool isKinematic READ isKinematic WRITE setIsKinematic NOTIFY isKinematicChanged)
Q_PROPERTY(bool gravityEnabled READ gravityEnabled WRITE setGravityEnabled NOTIFY
gravityEnabledChanged)
Q_PROPERTY(MassMode massMode READ massMode WRITE setMassMode NOTIFY massModeChanged)
Q_PROPERTY(QVector3D inertiaTensor READ inertiaTensor WRITE setInertiaTensor NOTIFY
inertiaTensorChanged)
Q_PROPERTY(QVector3D centerOfMassPosition READ centerOfMassPosition WRITE
setCenterOfMassPosition NOTIFY centerOfMassPositionChanged)
Q_PROPERTY(QQuaternion centerOfMassRotation READ centerOfMassRotation WRITE
setCenterOfMassRotation NOTIFY centerOfMassRotationChanged)
Q_PROPERTY(QList<float> inertiaMatrix READ readInertiaMatrix WRITE setInertiaMatrix NOTIFY
inertiaMatrixChanged);
Q_PROPERTY(QVector3D kinematicPosition READ kinematicPosition WRITE setKinematicPosition NOTIFY
kinematicPositionChanged REVISION(6, 5));
Q_PROPERTY(QVector3D kinematicEulerRotation READ kinematicEulerRotation WRITE
setKinematicEulerRotation NOTIFY kinematicEulerRotationChanged REVISION(6,
5));
Q_PROPERTY(QQuaternion kinematicRotation READ kinematicRotation WRITE setKinematicRotation
NOTIFY kinematicRotationChanged REVISION(6, 5));
Q_PROPERTY(QVector3D kinematicPivot READ kinematicPivot WRITE setKinematicPivot NOTIFY
kinematicPivotChanged REVISION(6, 5));
Q_PROPERTY(bool isSleeping READ isSleeping WRITE setIsSleeping NOTIFY isSleepingChanged
REVISION(6, 9));
Q_PROPERTY(QVector3D linearVelocity READ linearVelocity NOTIFY linearVelocityChanged
REVISION(6, 13))
Q_PROPERTY(QVector3D angularVelocity READ angularVelocity NOTIFY angularVelocityChanged
REVISION(6, 13))
// clang-format off
// // ??? separate simulation control object? --- some of these have default values in the engine, so we need tristate
// Q_PROPERTY(float sleepThreshold READ sleepThreshold WRITE setSleepThreshold NOTIFY sleepThresholdChanged)
// Q_PROPERTY(float stabilizationThreshold READ stabilizationThreshold WRITE setStabilizationThreshold NOTIFY stabilizationThresholdChanged)
// Q_PROPERTY(float contactReportThreshold READ contactReportThreshold WRITE setContactReportThreshold NOTIFY contactReportThresholdChanged)
// Q_PROPERTY(float maxContactImpulse READ maxContactImpulse WRITE setMaxContactImpulse NOTIFY maxContactImpulseChanged)
// Q_PROPERTY(float maxDepenetrationVelocity READ maxDepenetrationVelocity WRITE setMaxDepenetrationVelocity NOTIFY maxDepenetrationVelocityChanged)
// Q_PROPERTY(float maxAngularVelocity READ maxAngularVelocity WRITE setMaxAngularVelocity NOTIFY maxAngularVelocityChanged)
// Q_PROPERTY(int minPositionIterationCount READ minPositionIterationCount WRITE setMinPositionIterationCount NOTIFY minPositionIterationCountChanged)
// Q_PROPERTY(int minVelocityIterationCount READ minVelocityIterationCount WRITE setMinVelocityIterationCount NOTIFY minVelocityIterationCountChanged)
// clang-format on
QML_NAMED_ELEMENT(DynamicRigidBody)
public:
QDynamicRigidBody();
~QDynamicRigidBody();
float mass() const;
void setMass(float mass);
float density() const;
void setDensity(float density);
bool isKinematic() const;
void setIsKinematic(bool isKinematic);
Q_REVISION(6, 13) CCDType ccd() const;
Q_REVISION(6, 13) void setCCD(CCDType newCCD);
Q_REVISION(6, 5) AxisLock linearAxisLock() const;
Q_REVISION(6, 5) void setLinearAxisLock(AxisLock newAxisLockLinear);
Q_REVISION(6, 5) AxisLock angularAxisLock() const;
Q_REVISION(6, 5) void setAngularAxisLock(AxisLock newAxisLockAngular);
bool gravityEnabled() const;
void setGravityEnabled(bool gravityEnabled);
Q_INVOKABLE void applyCentralForce(const QVector3D &force);
Q_INVOKABLE void applyForce(const QVector3D &force, const QVector3D &position);
Q_INVOKABLE void applyTorque(const QVector3D &torque);
Q_INVOKABLE void applyCentralImpulse(const QVector3D &impulse);
Q_INVOKABLE void applyImpulse(const QVector3D &impulse, const QVector3D &position);
Q_INVOKABLE void applyTorqueImpulse(const QVector3D &impulse);
Q_INVOKABLE void setAngularVelocity(const QVector3D &angularVelocity);
Q_INVOKABLE void setLinearVelocity(const QVector3D &linearVelocity);
Q_INVOKABLE void reset(const QVector3D &position, const QVector3D &eulerRotation);
// Internal
QQueue<QPhysicsCommand *> &commandQueue();
void updateDefaultDensity(float defaultDensity);
MassMode massMode() const;
void setMassMode(const MassMode newMassMode);
const QVector3D &inertiaTensor() const;
void setInertiaTensor(const QVector3D &newInertiaTensor);
const QVector3D ¢erOfMassPosition() const;
void setCenterOfMassPosition(const QVector3D &newCenterOfMassPosition);
const QQuaternion ¢erOfMassRotation() const;
void setCenterOfMassRotation(const QQuaternion &newCenterOfMassRotation);
const QList<float> &readInertiaMatrix() const;
void setInertiaMatrix(const QList<float> &newInertiaMatrix);
const QMatrix3x3 &inertiaMatrix() const;
Q_REVISION(6, 5) void setKinematicPosition(const QVector3D &position);
Q_REVISION(6, 5) QVector3D kinematicPosition() const;
Q_REVISION(6, 5) void setKinematicRotation(const QQuaternion &rotation);
Q_REVISION(6, 5) QQuaternion kinematicRotation() const;
Q_REVISION(6, 5) void setKinematicEulerRotation(const QVector3D &rotation);
Q_REVISION(6, 5) QVector3D kinematicEulerRotation() const;
Q_REVISION(6, 5) void setKinematicPivot(const QVector3D &pivot);
Q_REVISION(6, 5) QVector3D kinematicPivot() const;
Q_REVISION(6, 9) void setIsSleeping(bool newIsSleeping);
Q_REVISION(6, 9) bool isSleeping() const;
Q_REVISION(6, 13) QVector3D linearVelocity() const;
Q_REVISION(6, 13) QVector3D angularVelocity() const;
void updateLinearVelocity(const QVector3D &velocity);
void updateAngularVelocity(const QVector3D &velocity);
QAbstractPhysXNode *createPhysXBackend() final;
Q_SIGNALS:
void massChanged(float mass);
void densityChanged(float density);
void isKinematicChanged(bool isKinematic);
Q_REVISION(6, 13) void ccdChanged();
Q_REVISION(6, 5) void linearAxisLockChanged();
Q_REVISION(6, 5) void angularAxisLockChanged();
void gravityEnabledChanged();
void massModeChanged();
void inertiaTensorChanged();
void centerOfMassPositionChanged();
void centerOfMassRotationChanged();
void inertiaMatrixChanged();
Q_REVISION(6, 5) void kinematicPositionChanged(const QVector3D &kinematicPosition);
Q_REVISION(6, 5) void kinematicRotationChanged(const QQuaternion &kinematicRotation);
Q_REVISION(6, 5) void kinematicEulerRotationChanged(const QVector3D &kinematicEulerRotation);
Q_REVISION(6, 5) void kinematicPivotChanged(const QVector3D &kinematicPivot);
Q_REVISION(6, 9) void isSleepingChanged(bool isSleeping);
Q_REVISION(6, 13) void linearVelocityChanged(const QVector3D &linearVelocity);
Q_REVISION(6, 13) void angularVelocityChanged(const QVector3D &angularVelocity);
private:
float m_mass = 1.f;
float m_density = 0.001f;
QVector3D m_centerOfMassPosition;
QQuaternion m_centerOfMassRotation;
QList<float> m_inertiaMatrixList;
QMatrix3x3 m_inertiaMatrix;
QVector3D m_inertiaTensor;
CCDType m_CCD = CCDType::None;
bool m_isKinematic = false;
AxisLock m_linearAxisLock = AxisLock::LockNone;
AxisLock m_angularAxisLock = AxisLock::LockNone;
QQueue<QPhysicsCommand *> m_commandQueue;
bool m_gravityEnabled = true;
MassMode m_massMode = MassMode::DefaultDensity;
QVector3D m_kinematicPosition;
RotationData m_kinematicRotation;
QVector3D m_kinematicPivot;
bool m_isSleeping = false;
QVector3D m_linearVelocity;
QVector3D m_angularVelocity;
};
QT_END_NAMESPACE
#endif // DYNAMICRIGIDBODY_H