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// 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 PHYSXACTORBODY_H
#define PHYSXACTORBODY_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 "qtconfigmacros.h"
#include "qabstractphysxnode_p.h"
namespace physx {
class PxRigidActor;
}
QT_BEGIN_NAMESPACE
class QPhysXActorBody : public QAbstractPhysXNode
{
Q_OBJECT
public:
QPhysXActorBody(QAbstractPhysicsNode *frontEnd);
void cleanup(QPhysXWorld *physX) override;
void init(QPhysicsWorld *world, QPhysXWorld *physX) override;
void sync(float deltaTime, QHash<QQuick3DNode *, QMatrix4x4> &transformCache) override;
void markDirtyShapes() override;
void rebuildDirtyShapes(QPhysicsWorld *world, QPhysXWorld *physX) override;
virtual void createActor(QPhysXWorld *physX);
bool debugGeometryCapability() override;
physx::PxTransform getGlobalPose() override;
void buildShapes(QPhysXWorld *physX);
void updateFilters() override;
void detachFrontend() override;
physx::PxRigidActor *actor = nullptr;
};
QT_END_NAMESPACE
#endif