//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _T3D_PHYSICS_BTBODY_H_ #define _T3D_PHYSICS_BTBODY_H_ #ifndef _T3D_PHYSICS_PHYSICSBODY_H_ #include "T3D/physics/physicsBody.h" #endif #ifndef _REFBASE_H_ #include "core/util/refBase.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif class BtWorld; class btRigidBody; class btCompoundShape; class BtCollision; class BtBody : public PhysicsBody { protected: /// The physics world we are in. BtWorld *mWorld; /// The physics actor. btRigidBody *mActor; /// The collision representation. StrongRefPtr mColShape; /// Our local compound if we had to adjust /// the mass center on a dynamic. btCompoundShape *mCompound; /// F32 mMass; /// bool mIsDynamic; /// Is the body participating in the physics simulation. bool mIsEnabled; /// The center of mass offset used if the graphical /// transform is not at the mass center. MatrixF *mCenterOfMass; /// The inverse center of mass offset. MatrixF *mInvCenterOfMass; /// void _releaseActor(); public: BtBody(); virtual ~BtBody(); // PhysicsObject virtual PhysicsWorld* getWorld(); virtual void setTransform( const MatrixF &xfm ); virtual MatrixF& getTransform( MatrixF *outMatrix ); virtual Box3F getWorldBounds(); virtual void setSimulationEnabled( bool enabled ); virtual bool isSimulationEnabled() { return mIsEnabled; } // PhysicsBody virtual bool init( PhysicsCollision *shape, F32 mass, U32 bodyFlags, SceneObject *obj, PhysicsWorld *world ); virtual bool isDynamic() const { return mIsDynamic; } virtual PhysicsCollision* getColShape(); virtual void setSleepThreshold( F32 linear, F32 angular ); virtual void setDamping( F32 linear, F32 angular ); virtual void getState( PhysicsState *outState ); virtual F32 getMass() const { return mMass; } virtual Point3F getCMassPosition() const; virtual void setLinVelocity( const Point3F &vel ); virtual void setAngVelocity( const Point3F &vel ); virtual Point3F getLinVelocity() const; virtual Point3F getAngVelocity() const; virtual void setSleeping( bool sleeping ); virtual void setMaterial( F32 restitution, F32 friction, F32 staticFriction ); virtual void applyCorrection( const MatrixF &xfm ); virtual void applyImpulse( const Point3F &origin, const Point3F &force ); virtual void applyTorque( const Point3F &torque ); virtual void applyForce( const Point3F &force ); virtual void findContact(SceneObject **contactObject, VectorF *contactNormal, Vector *outOverlapObjects) const; virtual void moveKinematicTo(const MatrixF &xfm); }; #endif // _T3D_PHYSICS_BTBODY_H_