//----------------------------------------------------------------------------- // 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_PHYSICSBODY_H_ #define _T3D_PHYSICS_PHYSICSBODY_H_ #ifndef _T3D_PHYSICSCOMMON_H_ #include "T3D/physics/physicsCommon.h" #endif #ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_ #include "T3D/physics/physicsObject.h" #endif class PhysicsCollision; class SceneObject; /// Simple physics object that represents a single rigid body. class PhysicsBody : public PhysicsObject { public: virtual ~PhysicsBody() {} enum { /// Marks the body as a trigger object which is only used /// to get collision events and not get collision response. BF_TRIGGER = BIT( 0 ), /// The body is kinematic and assumed to be moved by /// the game code via transforms. BF_KINEMATIC = BIT( 1 ), /// The body responds to contacts but does not push forces into others. BF_DEBRIS = BIT( 2 ) }; /// Initialize the body with a collision shape /// and basic physics properties. virtual bool init( PhysicsCollision *shape, F32 mass, U32 bodyFlags, SceneObject *obj, PhysicsWorld *world ) = 0; /// Returns true if the object is a dynamic rigid body /// animated by the physics simulation. /// /// Kinematics are not considered to be dynamic. /// virtual bool isDynamic() const = 0; /// Returns the collision shape used to create the body. virtual PhysicsCollision* getColShape() = 0; /// virtual void setSleepThreshold( F32 linear, F32 angular ) = 0; /// virtual void setDamping( F32 linear, F32 angular ) = 0; /// virtual void getState( PhysicsState *outState ) = 0; /// virtual F32 getMass() const = 0; /// virtual Point3F getCMassPosition() const = 0; /// virtual void setLinVelocity( const Point3F &vel ) = 0; /// virtual void setAngVelocity( const Point3F &vel ) = 0; /// virtual Point3F getLinVelocity() const = 0; /// virtual Point3F getAngVelocity() const = 0; /// virtual void setSleeping( bool sleeping ) = 0; /// virtual void setMaterial( F32 restitution, F32 friction, F32 staticFriction ) = 0; /// virtual void applyCorrection( const MatrixF &xfm ) = 0; /// virtual void applyImpulse( const Point3F &origin, const Point3F &force ) = 0; /// virtual void applyTorque( const Point3F &torque ) = 0; /// virtual void applyForce( const Point3F &force ) = 0; virtual void findContact(SceneObject **contactObject, VectorF *contactNormal, Vector *outOverlapObjects) const = 0; /// virtual void moveKinematicTo(const MatrixF &xfm) = 0; virtual bool isValid() = 0; }; #endif // _T3D_PHYSICS_PHYSICSBODY_H_