aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick3dphysics/qphysicsworld_p.h
blob: 173a566bffcd93930177883bd44fb7b51e34828b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only

#ifndef PHYSICSWORLD_H
#define PHYSICSWORLD_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/qtquick3dphysicsglobal.h>

#include <QtCore/QLoggingCategory>
#include <QtCore/QObject>
#include <QtCore/QTimerEvent>
#include <QtCore/QElapsedTimer>
#include <QtGui/QVector3D>
#include <QtQml/qqml.h>
#include <QBasicTimer>

#include <QtQuick3D/private/qquick3dviewport_p.h>

namespace physx {
class PxMaterial;
class PxPhysics;
class PxShape;
class PxRigidDynamic;
class PxRigidActor;
class PxRigidStatic;
class PxCooking;
class PxControllerManager;
class PxConvexMesh;
class PxTriangleMesh;
class PxHeightField;
}

QT_BEGIN_NAMESPACE

Q_DECLARE_LOGGING_CATEGORY(lcQuick3dPhysics);

class QAbstractPhysicsNode;
class QAbstractCollisionShape;
class QAbstractRigidBody;
class QAbstractPhysXNode;
class QQuick3DModel;
class QQuick3DGeometry;
class QQuick3DDefaultMaterial;
class QPhysXWorld;

class Q_QUICK3DPHYSICS_EXPORT QPhysicsWorld : public QObject, public QQmlParserStatus
{
    Q_OBJECT
    Q_INTERFACES(QQmlParserStatus)
    Q_PROPERTY(QVector3D gravity READ gravity WRITE setGravity NOTIFY gravityChanged)
    Q_PROPERTY(bool running READ running WRITE setRunning NOTIFY runningChanged)
    Q_PROPERTY(bool forceDebugDraw READ forceDebugDraw WRITE setForceDebugDraw NOTIFY
                       forceDebugDrawChanged)
    Q_PROPERTY(bool enableCCD READ enableCCD WRITE setEnableCCD NOTIFY enableCCDChanged)
    Q_PROPERTY(float typicalLength READ typicalLength WRITE setTypicalLength NOTIFY
                       typicalLengthChanged)
    Q_PROPERTY(
            float typicalSpeed READ typicalSpeed WRITE setTypicalSpeed NOTIFY typicalSpeedChanged)
    Q_PROPERTY(float defaultDensity READ defaultDensity WRITE setDefaultDensity NOTIFY
                       defaultDensityChanged)
    Q_PROPERTY(QQuick3DNode *viewport READ viewport WRITE setViewport NOTIFY viewportChanged
                       REVISION(6, 5))
    Q_PROPERTY(float minimumTimestep READ minimumTimestep WRITE setMinimumTimestep NOTIFY
                       minimumTimestepChanged REVISION(6, 5))
    Q_PROPERTY(float maximumTimestep READ maximumTimestep WRITE setMaximumTimestep NOTIFY
                       maximumTimestepChanged REVISION(6, 5))
    Q_PROPERTY(QQuick3DNode *scene READ scene WRITE setScene NOTIFY sceneChanged REVISION(6, 5))
    Q_PROPERTY(int numThreads READ numThreads WRITE setNumThreads NOTIFY numThreadsChanged
                       REVISION(6, 7))
    Q_PROPERTY(bool reportKinematicKinematicCollisions READ reportKinematicKinematicCollisions WRITE
                       setReportKinematicKinematicCollisions NOTIFY
                               reportKinematicKinematicCollisionsChanged FINAL REVISION(6, 7))
    Q_PROPERTY(bool reportStaticKinematicCollisions READ reportStaticKinematicCollisions WRITE
                       setReportStaticKinematicCollisions NOTIFY
                               reportStaticKinematicCollisionsChanged FINAL REVISION(6, 7))

    QML_NAMED_ELEMENT(PhysicsWorld)

public:
    explicit QPhysicsWorld(QObject *parent = nullptr);
    ~QPhysicsWorld();

    void classBegin() override;
    void componentComplete() override;

    QVector3D gravity() const;

    bool running() const;
    bool forceDebugDraw() const;
    bool enableCCD() const;
    float typicalLength() const;
    float typicalSpeed() const;
    float defaultDensity() const;
    Q_REVISION(6, 5) float minimumTimestep() const;
    Q_REVISION(6, 5) float maximumTimestep() const;

    bool isNodeRemoved(QAbstractPhysicsNode *object);

    static QPhysicsWorld *getWorld(QQuick3DNode *node);

    static void registerNode(QAbstractPhysicsNode *physicsNode);
    static void deregisterNode(QAbstractPhysicsNode *physicsNode);

    Q_REVISION(6, 5) QQuick3DNode *viewport() const;
    void setHasIndividualDebugDraw();
    physx::PxControllerManager *controllerManager();
    Q_REVISION(6, 5) QQuick3DNode *scene() const;
    Q_REVISION(6, 7) int numThreads() const;
    Q_REVISION(6, 7) bool reportKinematicKinematicCollisions() const;
    Q_REVISION(6, 7)
    void setReportKinematicKinematicCollisions(bool newReportKinematicKinematicCollisions);
    Q_REVISION(6, 7) bool reportStaticKinematicCollisions() const;
    Q_REVISION(6, 7)
    void setReportStaticKinematicCollisions(bool newReportStaticKinematicCollisions);

public slots:
    void setGravity(QVector3D gravity);
    void setRunning(bool running);
    void setForceDebugDraw(bool forceDebugDraw);
    void setEnableCCD(bool enableCCD);
    void setTypicalLength(float typicalLength);
    void setTypicalSpeed(float typicalSpeed);
    void setDefaultDensity(float defaultDensity);
    Q_REVISION(6, 5) void setViewport(QQuick3DNode *viewport);
    Q_REVISION(6, 5) void setMinimumTimestep(float minTimestep);
    Q_REVISION(6, 5) void setMaximumTimestep(float maxTimestep);
    Q_REVISION(6, 5) void setScene(QQuick3DNode *newScene);
    Q_REVISION(6, 7) void setNumThreads(int newNumThreads);

signals:
    void gravityChanged(QVector3D gravity);
    void runningChanged(bool running);
    void enableCCDChanged(bool enableCCD);
    void forceDebugDrawChanged(bool forceDebugDraw);
    void typicalLengthChanged(float typicalLength);
    void typicalSpeedChanged(float typicalSpeed);
    void defaultDensityChanged(float defaultDensity);
    Q_REVISION(6, 5) void viewportChanged(QQuick3DNode *viewport);
    Q_REVISION(6, 5) void minimumTimestepChanged(float minimumTimestep);
    Q_REVISION(6, 5) void maximumTimestepChanged(float maxTimestep);
    void simulateFrame(float minTimestep, float maxTimestep);
    Q_REVISION(6, 5) void frameDone(float timestep);
    Q_REVISION(6, 5) void sceneChanged();
    Q_REVISION(6, 7) void numThreadsChanged();
    Q_REVISION(6, 7) void reportKinematicKinematicCollisionsChanged();
    Q_REVISION(6, 7) void reportStaticKinematicCollisionsChanged();

private:
    void frameFinished(float deltaTime);
    void frameFinishedDesignStudio();
    void initPhysics();
    void cleanupRemovedNodes();
    void updateDebugDraw();
    void updateDebugDrawDesignStudio();
    void setupDebugMaterials(QQuick3DNode *sceneNode);
    void disableDebugDraw();
    void matchOrphanNodes();
    void findPhysicsNodes();

    struct DebugModelHolder
    {
        QQuick3DModel *model = nullptr;
        QQuick3DGeometry *geometry = nullptr;
        QVector3D data;
        void *ptr = nullptr;

        void releaseMeshPointer();

        const QVector3D &halfExtents() const;
        void setHalfExtents(const QVector3D &halfExtents);

        float radius() const;
        void setRadius(float radius);

        float heightScale() const;
        void setHeightScale(float heightScale);

        float halfHeight() const;
        void setHalfHeight(float halfHeight);

        float rowScale() const;
        void setRowScale(float rowScale);

        float columnScale() const;
        void setColumnScale(float columnScale);

        physx::PxConvexMesh *getConvexMesh();
        void setConvexMesh(physx::PxConvexMesh *mesh);

        physx::PxTriangleMesh *getTriangleMesh();
        void setTriangleMesh(physx::PxTriangleMesh *mesh);

        physx::PxHeightField *getHeightField();
        void setHeightField(physx::PxHeightField *hf);
    };

    QList<QAbstractPhysXNode *> m_physXBodies;
    QList<QAbstractPhysicsNode *> m_newPhysicsNodes;
    QHash<QPair<QAbstractCollisionShape *, QAbstractPhysicsNode *>, DebugModelHolder>
            m_DesignStudioDebugModels;
    QHash<QPair<QAbstractCollisionShape *, QAbstractPhysXNode *>, DebugModelHolder>
            m_collisionShapeDebugModels;
    QSet<QAbstractPhysicsNode *> m_removedPhysicsNodes;
    QMutex m_removedPhysicsNodesMutex;

    QVector3D m_gravity = QVector3D(0.f, -981.f, 0.f);
    float m_typicalLength = 100.f; // 100 cm
    float m_typicalSpeed = 1000.f; // 1000 cm/s
    float m_defaultDensity = 0.001f; // 1 g/cm^3
    float m_minTimestep = 16.667f; // 60 fps
    float m_maxTimestep = 33.333f; // 30 fps

    bool m_running = true;
    bool m_forceDebugDraw = false;
    // For performance, used to keep track if we have indiviually enabled debug drawing for any
    // collision shape
    bool m_hasIndividualDebugDraw = false;
    bool m_physicsInitialized = false;
    bool m_enableCCD = false;

    QPhysXWorld *m_physx = nullptr;
    QQuick3DNode *m_viewport = nullptr;
    QVector<QQuick3DDefaultMaterial *> m_debugMaterials;

    friend class QQuick3DPhysicsMesh; // TODO: better internal API
    friend class QTriangleMeshShape; //####
    friend class QHeightFieldShape;
    friend class QQuick3DPhysicsHeightField;
    friend class SimulationEventCallback;
    friend class ControllerCallback;
    static physx::PxPhysics *getPhysics();
    static physx::PxCooking *getCooking();
    QThread m_workerThread;
    QQuick3DNode *m_scene = nullptr;
    bool m_inDesignStudio = false;
    int m_numThreads = -1;
    bool m_reportKinematicKinematicCollisions = false;
    bool m_reportStaticKinematicCollisions = false;
};

QT_END_NAMESPACE

#endif // PHYSICSWORLD_H