| 1 | // Copyright (C) 2023 The Qt Company Ltd. | 
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only | 
| 3 |  | 
| 4 | #include "qphysxactorbody_p.h" | 
| 5 |  | 
| 6 | #include "PxMaterial.h" | 
| 7 | #include "PxPhysics.h" | 
| 8 | #include "PxRigidDynamic.h" | 
| 9 | #include "PxRigidActor.h" | 
| 10 | #include "PxScene.h" | 
| 11 |  | 
| 12 | #include "physxnode/qphysxworld_p.h" | 
| 13 | #include "qabstractphysicsbody_p.h" | 
| 14 | #include "qheightfieldshape_p.h" | 
| 15 | #include "qphysicsutils_p.h" | 
| 16 | #include "qplaneshape_p.h" | 
| 17 | #include "qstaticphysxobjects_p.h" | 
| 18 |  | 
| 19 | #define PHYSX_RELEASE(x)                                                                           \ | 
| 20 |     if (x != nullptr) {                                                                            \ | 
| 21 |         x->release();                                                                              \ | 
| 22 |         x = nullptr;                                                                               \ | 
| 23 |     } | 
| 24 |  | 
| 25 | QT_BEGIN_NAMESPACE | 
| 26 |  | 
| 27 | static physx::PxTransform getPhysXLocalTransform(const QQuick3DNode *node) | 
| 28 | { | 
| 29 |     // Modify transforms to make the PhysX shapes match the QtQuick3D conventions | 
| 30 |     if (qobject_cast<const QPlaneShape *>(object: node) != nullptr) { | 
| 31 |         // Rotate the plane to make it match the built-in rectangle | 
| 32 |         const QQuaternion rotation = QPhysicsUtils::kMinus90YawRotation * node->rotation(); | 
| 33 |         return physx::PxTransform(QPhysicsUtils::toPhysXType(qvec: node->position()), | 
| 34 |                                   QPhysicsUtils::toPhysXType(qquat: rotation)); | 
| 35 |     } else if (auto *hf = qobject_cast<const QHeightFieldShape *>(object: node)) { | 
| 36 |         // Shift the height field so it's centered at the origin | 
| 37 |         return physx::PxTransform(QPhysicsUtils::toPhysXType(qvec: node->position() + hf->hfOffset()), | 
| 38 |                                   QPhysicsUtils::toPhysXType(qquat: node->rotation())); | 
| 39 |     } | 
| 40 |  | 
| 41 |     const QQuaternion &rotation = node->rotation(); | 
| 42 |     const QVector3D &localPosition = node->position(); | 
| 43 |     const QVector3D &scale = node->sceneScale(); | 
| 44 |     return physx::PxTransform(QPhysicsUtils::toPhysXType(qvec: localPosition * scale), | 
| 45 |                               QPhysicsUtils::toPhysXType(qquat: rotation)); | 
| 46 | } | 
| 47 |  | 
| 48 | QPhysXActorBody::QPhysXActorBody(QAbstractPhysicsNode *frontEnd) : QAbstractPhysXNode(frontEnd) { } | 
| 49 |  | 
| 50 | void QPhysXActorBody::cleanup(QPhysXWorld *physX) | 
| 51 | { | 
| 52 |     if (actor) { | 
| 53 |         physX->scene->removeActor(actor&: *actor); | 
| 54 |         PHYSX_RELEASE(actor); | 
| 55 |     } | 
| 56 |     QAbstractPhysXNode::cleanup(physX); | 
| 57 | } | 
| 58 |  | 
| 59 | void QPhysXActorBody::init(QPhysicsWorld * /*world*/, QPhysXWorld *physX) | 
| 60 | { | 
| 61 |     Q_ASSERT(!actor); | 
| 62 |  | 
| 63 |     createMaterial(physX); | 
| 64 |     createActor(physX); | 
| 65 |  | 
| 66 |     actor->userData = reinterpret_cast<void *>(frontendNode); | 
| 67 |     physX->scene->addActor(actor&: *actor); | 
| 68 |     setShapesDirty(true); | 
| 69 | } | 
| 70 |  | 
| 71 | void QPhysXActorBody::sync(float /*deltaTime*/, | 
| 72 |                            QHash<QQuick3DNode *, QMatrix4x4> & /*transformCache*/) | 
| 73 | { | 
| 74 |     auto *body = static_cast<QAbstractPhysicsBody *>(frontendNode); | 
| 75 |     if (QPhysicsMaterial *qtMaterial = body->physicsMaterial()) { | 
| 76 |         const float staticFriction = qtMaterial->staticFriction(); | 
| 77 |         const float dynamicFriction = qtMaterial->dynamicFriction(); | 
| 78 |         const float restitution = qtMaterial->restitution(); | 
| 79 |         if (material->getStaticFriction() != staticFriction) | 
| 80 |             material->setStaticFriction(staticFriction); | 
| 81 |         if (material->getDynamicFriction() != dynamicFriction) | 
| 82 |             material->setDynamicFriction(dynamicFriction); | 
| 83 |         if (material->getRestitution() != restitution) | 
| 84 |             material->setRestitution(restitution); | 
| 85 |     } | 
| 86 | } | 
| 87 |  | 
| 88 | void QPhysXActorBody::markDirtyShapes() | 
| 89 | { | 
| 90 |     if (!frontendNode || !actor) | 
| 91 |         return; | 
| 92 |  | 
| 93 |     // Go through the shapes and look for a change in pose (rotation, position) | 
| 94 |     // TODO: it is likely cheaper to connect a signal for changes on the position and rotation | 
| 95 |     // property and mark the node dirty then. | 
| 96 |     if (!shapesDirty()) { | 
| 97 |         const auto &collisionShapes = frontendNode->getCollisionShapesList(); | 
| 98 |         const auto &physXShapes = shapes; | 
| 99 |  | 
| 100 |         const int len = collisionShapes.size(); | 
| 101 |         if (physXShapes.size() != len) { | 
| 102 |             // This should not really happen but check it anyway | 
| 103 |             setShapesDirty(true); | 
| 104 |         } else { | 
| 105 |             for (int i = 0; i < len; i++) { | 
| 106 |                 auto poseNew = getPhysXLocalTransform(node: collisionShapes[i]); | 
| 107 |                 auto poseOld = physXShapes[i]->getLocalPose(); | 
| 108 |  | 
| 109 |                 if (!QPhysicsUtils::fuzzyEquals(a: poseNew, b: poseOld)) { | 
| 110 |                     setShapesDirty(true); | 
| 111 |                     break; | 
| 112 |                 } | 
| 113 |             } | 
| 114 |         } | 
| 115 |     } | 
| 116 | } | 
| 117 |  | 
| 118 | void QPhysXActorBody::rebuildDirtyShapes(QPhysicsWorld * /*world*/, QPhysXWorld *physX) | 
| 119 | { | 
| 120 |     if (!shapesDirty()) | 
| 121 |         return; | 
| 122 |     buildShapes(physX); | 
| 123 |     setShapesDirty(false); | 
| 124 | } | 
| 125 |  | 
| 126 | void QPhysXActorBody::createActor(QPhysXWorld * /*physX*/) | 
| 127 | { | 
| 128 |     auto &s_physx = StaticPhysXObjects::getReference(); | 
| 129 |     const physx::PxTransform trf = QPhysicsUtils::toPhysXTransform(position: frontendNode->scenePosition(), | 
| 130 |                                                                    rotation: frontendNode->sceneRotation()); | 
| 131 |     actor = s_physx.physics->createRigidDynamic(pose: trf); | 
| 132 | } | 
| 133 |  | 
| 134 | bool QPhysXActorBody::debugGeometryCapability() | 
| 135 | { | 
| 136 |     return true; | 
| 137 | } | 
| 138 |  | 
| 139 | physx::PxTransform QPhysXActorBody::getGlobalPose() | 
| 140 | { | 
| 141 |     return actor->getGlobalPose(); | 
| 142 | } | 
| 143 |  | 
| 144 | void QPhysXActorBody::buildShapes(QPhysXWorld * /*physX*/) | 
| 145 | { | 
| 146 |     auto body = actor; | 
| 147 |     for (auto *shape : shapes) { | 
| 148 |         body->detachShape(shape&: *shape); | 
| 149 |         PHYSX_RELEASE(shape); | 
| 150 |     } | 
| 151 |  | 
| 152 |     // TODO: Only remove changed shapes? | 
| 153 |     shapes.clear(); | 
| 154 |  | 
| 155 |     for (const auto &collisionShape : frontendNode->getCollisionShapesList()) { | 
| 156 |         // TODO: shapes can be shared between multiple actors. | 
| 157 |         // Do we need to create new ones for every body? | 
| 158 |         auto *geom = collisionShape->getPhysXGeometry(); | 
| 159 |         if (!geom || !material) | 
| 160 |             continue; | 
| 161 |  | 
| 162 |         auto &s_physx = StaticPhysXObjects::getReference(); | 
| 163 |         auto physXShape = s_physx.physics->createShape(geometry: *geom, material: *material); | 
| 164 |  | 
| 165 |         if (useTriggerFlag()) { | 
| 166 |             physXShape->setFlag(flag: physx::PxShapeFlag::eSIMULATION_SHAPE, value: false); | 
| 167 |             physXShape->setFlag(flag: physx::PxShapeFlag::eTRIGGER_SHAPE, value: true); | 
| 168 |         } | 
| 169 |  | 
| 170 |         { // Setup filtering | 
| 171 |             physx::PxFilterData filterData; | 
| 172 |             filterData.word0 = frontendNode->filterGroup(); | 
| 173 |             filterData.word1 = frontendNode->filterIgnoreGroups(); | 
| 174 |             physXShape->setSimulationFilterData(filterData); | 
| 175 |         } | 
| 176 |  | 
| 177 |         shapes.push_back(t: physXShape); | 
| 178 |         physXShape->setLocalPose(getPhysXLocalTransform(node: collisionShape)); | 
| 179 |         body->attachShape(shape&: *physXShape); | 
| 180 |     } | 
| 181 |  | 
| 182 |     // Filters are always clean after building shapes | 
| 183 |     setFiltersDirty(false); | 
| 184 | } | 
| 185 |  | 
| 186 | void QPhysXActorBody::updateFilters() | 
| 187 | { | 
| 188 |     if (!filtersDirty()) | 
| 189 |         return; | 
| 190 |  | 
| 191 |     // Go through all shapes and set the filter group and mask. | 
| 192 |     // TODO: What about shared shapes on several actors? | 
| 193 |     for (auto &physXShape : shapes) { | 
| 194 |         physx::PxFilterData filterData; | 
| 195 |         filterData.word0 = frontendNode->filterGroup(); | 
| 196 |         filterData.word1 = frontendNode->filterIgnoreGroups(); | 
| 197 |         physXShape->setSimulationFilterData(filterData); | 
| 198 |     } | 
| 199 |  | 
| 200 |     setFiltersDirty(false); | 
| 201 | } | 
| 202 |  | 
| 203 | QT_END_NAMESPACE | 
| 204 |  |