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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 "qabstractphysicsnode_p.h"
#include <QtQuick3D/private/qquick3dobject_p.h>
#include <foundation/PxTransform.h>
#include "qphysicsworld_p.h"
#include <QtGui/qquaternion.h>
QT_BEGIN_NAMESPACE
/*!
\qmltype PhysicsNode
\inherits Node
\inqmlmodule QtQuick3D.Physics
\since 6.4
\brief Base type for all objects in the physics scene.
PhysicsNode is the base type for all the objects that take part in the physics simulation. These
objects have a position in three-dimensional space and a geometrical shape.
*/
/*!
\qmlproperty list<CollisionShape> PhysicsNode::collisionShapes
This property contains the list of collision shapes. These shapes will be combined and act as a
single rigid body when interacting with other bodies.
\sa {Qt Quick 3D Physics Shapes, Bodies and Joints}
*/
/*!
\qmlproperty bool PhysicsNode::sendContactReports
This property determines whether this body will send contact reports when colliding with other
bodies.
Default value: \c{false}
*/
/*!
\qmlproperty bool PhysicsNode::receiveContactReports
This property determines whether this body will receive contact reports when colliding with
other bodies. If activated, this means that the bodyContact signal will be emitted on a
collision with a body that has sendContactReports set to true.
Default value: \c{false}
*/
/*!
\qmlproperty bool PhysicsNode::sendTriggerReports
This property determines whether this body will send reports when entering or leaving a trigger
body.
Read as this body enters a trigger body, and what it says then decides what is reported for
that stay.
Default value: \c{false}
*/
/*!
\qmlproperty bool PhysicsNode::receiveTriggerReports
This property determines whether this body will receive reports when entering or leaving a
trigger body.
Read as this body enters a trigger body, and what it says then decides what is reported for
that stay.
Default value: \c{false}
*/
/*!
\qmlproperty int PhysicsNode::filterGroup
This property determines what filter group this body is part of.
Default value is \c 0.
Range: \c{[0, 31]}
\sa PhysicsNode::filterIgnoreGroups
*/
/*!
\qmlproperty int PhysicsNode::filterIgnoreGroups
This property determines what groups this body should filter out collisions with.
\note This number is interpreted as a bitmask, meaning that if bit \c i is set then collisions
with \l filterGroup number \c i will be filtered. For instance, to filter groups \c{1}, \c{3}
and \c{4} then set the value to \c{0b11010}.
\sa PhysicsNode::filterGroup
*/
/*!
\qmlsignal PhysicsNode::bodyContact(PhysicsNode *body, list<vector3D> positions,
list<vector3D> impulses, list<vector3D> normals)
This signal is emitted when there is a collision between a dynamic body and any
other body. The \l {PhysicsNode::} {receiveContactReports} in this body and \l {PhysicsNode::}
{sendContactReports} in the colliding body need to be set to true. The parameters \a body, \a
positions, \a impulses and \a normals contain the other body, position, impulse force and normal
for each contact point at the same index.
\sa CharacterController::shapeHit
\sa PhysicsWorld::reportKinematicKinematicCollisions
\sa PhysicsWorld::reportStaticKinematicCollisions
*/
/*!
\qmlsignal PhysicsNode::enteredTriggerBody(TriggerBody *body)
This signal is emitted when this body enters the specified trigger \a body.
Emitted once per trigger body, however many collision shapes this body and that trigger body
have inside each other.
\note Only emitted when receiveTriggerReports was \c true as this body entered
\sa receiveTriggerReports exitedTriggerBody
*/
/*!
\qmlsignal PhysicsNode::exitedTriggerBody(TriggerBody *body)
This signal is emitted when this body exits the specified trigger \a body.
Emitted once the last of this body's collision shapes has left the trigger body, not when the
first one does.
\note Only emitted when receiveTriggerReports was \c true as this body entered, and not
emitted for a trigger body that is deleted while this body is still inside it.
\sa receiveTriggerReports enteredTriggerBody
*/
QAbstractPhysicsNode::QAbstractPhysicsNode()
{
QPhysicsWorld::registerNode(this);
}
QAbstractPhysicsNode::~QAbstractPhysicsNode()
{
for (auto shape : std::as_const(m_collisionShapes))
shape->disconnect(this);
QPhysicsWorld::deregisterNode(this);
}
QQmlListProperty<QAbstractCollisionShape> QAbstractPhysicsNode::collisionShapes()
{
return QQmlListProperty<QAbstractCollisionShape>(
this, nullptr, QAbstractPhysicsNode::qmlAppendShape,
QAbstractPhysicsNode::qmlShapeCount, QAbstractPhysicsNode::qmlShapeAt,
QAbstractPhysicsNode::qmlClearShapes);
}
const QVector<QAbstractCollisionShape *> &QAbstractPhysicsNode::getCollisionShapesList() const
{
return m_collisionShapes;
}
void QAbstractPhysicsNode::updateFromPhysicsTransform(const physx::PxTransform &transform)
{
const auto pos = transform.p;
const auto rotation = transform.q;
const auto qtPosition = QVector3D(pos.x, pos.y, pos.z);
const auto qtRotation = QQuaternion(rotation.w, rotation.x, rotation.y, rotation.z);
// Get this nodes parent transform
const QQuick3DNode *parentNode = static_cast<QQuick3DNode *>(parentItem());
// setPosition() and setRotation() run this node's bindings, which can move
// the parent, so the parent is read before either write. A binding that
// deletes the node cannot be survived from here: setPosition() goes on
// writing to the node after running them. The backends ask whether the node
// is still there once a write has returned.
//
// No parent is the same space.
const QVector3D localPosition =
parentNode ? parentNode->mapPositionFromScene(qtPosition) : qtPosition;
const QQuaternion localRotation =
parentNode ? parentNode->sceneRotation().inverted() * qtRotation : qtRotation;
setPosition(localPosition);
setRotation(localRotation);
}
bool QAbstractPhysicsNode::sendContactReports() const
{
return m_sendContactReports;
}
void QAbstractPhysicsNode::setSendContactReports(bool sendContactReports)
{
if (m_sendContactReports == sendContactReports)
return;
m_sendContactReports = sendContactReports;
emit sendContactReportsChanged(m_sendContactReports);
}
bool QAbstractPhysicsNode::receiveContactReports() const
{
return m_receiveContactReports;
}
void QAbstractPhysicsNode::setReceiveContactReports(bool receiveContactReports)
{
if (m_receiveContactReports == receiveContactReports)
return;
m_receiveContactReports = receiveContactReports;
emit receiveContactReportsChanged(m_receiveContactReports);
}
bool QAbstractPhysicsNode::sendTriggerReports() const
{
return m_sendTriggerReports;
}
void QAbstractPhysicsNode::setSendTriggerReports(bool sendTriggerReports)
{
if (m_sendTriggerReports == sendTriggerReports)
return;
m_sendTriggerReports = sendTriggerReports;
emit sendTriggerReportsChanged(m_sendTriggerReports);
}
bool QAbstractPhysicsNode::receiveTriggerReports() const
{
return m_receiveTriggerReports;
}
void QAbstractPhysicsNode::setReceiveTriggerReports(bool receiveTriggerReports)
{
if (m_receiveTriggerReports == receiveTriggerReports)
return;
m_receiveTriggerReports = receiveTriggerReports;
emit receiveTriggerReportsChanged(m_receiveTriggerReports);
}
void QAbstractPhysicsNode::registerContact(QAbstractPhysicsNode *body,
const QVector<QVector3D> &positions,
const QVector<QVector3D> &impulses,
const QVector<QVector3D> &normals)
{
emit bodyContact(body, positions, impulses, normals);
}
void QAbstractPhysicsNode::onShapeDestroyed(QObject *object)
{
m_collisionShapes.removeAll(static_cast<QAbstractCollisionShape *>(object));
}
void QAbstractPhysicsNode::onShapeNeedsRebuild(QObject * /*object*/)
{
m_shapesDirty = true;
}
void QAbstractPhysicsNode::qmlAppendShape(QQmlListProperty<QAbstractCollisionShape> *list,
QAbstractCollisionShape *shape)
{
if (shape == nullptr)
return;
QAbstractPhysicsNode *self = static_cast<QAbstractPhysicsNode *>(list->object);
self->m_collisionShapes.push_back(shape);
self->m_hasStaticShapes = self->m_hasStaticShapes || shape->isStaticShape();
if (shape->parentItem() == nullptr) {
// If the material has no parent, check if it has a hierarchical parent that's a
// QQuick3DObject and re-parent it to that, e.g., inline materials
QQuick3DObject *parentItem = qobject_cast<QQuick3DObject *>(shape->parent());
if (parentItem) {
shape->setParentItem(parentItem);
} else { // If no valid parent was found, make sure the material refs our scene manager
const auto &scenManager = QQuick3DObjectPrivate::get(self)->sceneManager;
if (scenManager)
QQuick3DObjectPrivate::refSceneManager(shape, *scenManager);
// else: If there's no scene manager, defer until one is set, see itemChange()
}
}
// Make sure materials are removed when destroyed
connect(shape, &QAbstractCollisionShape::destroyed, self,
&QAbstractPhysicsNode::onShapeDestroyed);
// Connect to rebuild signal
connect(shape, &QAbstractCollisionShape::needsRebuild, self,
&QAbstractPhysicsNode::onShapeNeedsRebuild);
}
QAbstractCollisionShape *
QAbstractPhysicsNode::qmlShapeAt(QQmlListProperty<QAbstractCollisionShape> *list, qsizetype index)
{
QAbstractPhysicsNode *self = static_cast<QAbstractPhysicsNode *>(list->object);
return self->m_collisionShapes.at(index);
}
qsizetype QAbstractPhysicsNode::qmlShapeCount(QQmlListProperty<QAbstractCollisionShape> *list)
{
QAbstractPhysicsNode *self = static_cast<QAbstractPhysicsNode *>(list->object);
return self->m_collisionShapes.count();
}
void QAbstractPhysicsNode::qmlClearShapes(QQmlListProperty<QAbstractCollisionShape> *list)
{
QAbstractPhysicsNode *self = static_cast<QAbstractPhysicsNode *>(list->object);
for (const auto &shape : std::as_const(self->m_collisionShapes)) {
if (shape->parentItem() == nullptr)
QQuick3DObjectPrivate::get(shape)->derefSceneManager();
}
self->m_hasStaticShapes = false;
for (auto shape : std::as_const(self->m_collisionShapes))
shape->disconnect(self);
self->m_collisionShapes.clear();
}
int QAbstractPhysicsNode::filterGroup() const
{
return m_filterGroup;
}
void QAbstractPhysicsNode::setfilterGroup(int newfilterGroup)
{
if (m_filterGroup == newfilterGroup)
return;
if (newfilterGroup < 0 || newfilterGroup >= 32) {
qWarning() << "PhysicsNode: filterGroup" << newfilterGroup
<< "is out of range [0, 31], ignoring. Values outside this range are"
" silently excluded from collision filtering by the underlying engine.";
return;
}
m_filterGroup = newfilterGroup;
m_filtersDirty = true;
emit filterGroupChanged();
}
int QAbstractPhysicsNode::filterIgnoreGroups() const
{
return m_filterIgnoreGroups;
}
void QAbstractPhysicsNode::setFilterIgnoreGroups(int newFilterIgnoreGroups)
{
if (m_filterIgnoreGroups == newFilterIgnoreGroups)
return;
m_filterIgnoreGroups = newFilterIgnoreGroups;
m_filtersDirty = true;
emit filterIgnoreGroupsChanged();
}
QT_END_NAMESPACE