//----------------------------------------------------------------------------- // 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_PHYSICSCOMMON_H_ #define _T3D_PHYSICSCOMMON_H_ #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _MQUAT_H_ #include "math/mQuat.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif #ifndef _REFBASE_H_ #include "core/util/refBase.h" #endif /// Helper structure which defines the state of a single physics body. struct PhysicsState { /// Constructor. PhysicsState() : position( Point3F::Zero ), momentum( Point3F::Zero ), orientation( QuatF::Identity ), angularMomentum( Point3F::Zero ), sleeping( false ), linVelocity( Point3F::Zero ), angVelocity( Point3F::Zero ) { } /// The primary physics state. // @{ /// The position of the body. Point3F position; /// The momentum in kilogram meters per second. Point3F momentum; /// The orientation of the body. QuatF orientation; /// The angular momentum. Point3F angularMomentum; /// Is true if the shape is asleep. bool sleeping; // @} /// The secondary physics state derived from the primary state. /// @{ /// The linear velocity derived from the momentum. Point3F linVelocity; /// Point3F angVelocity; /* Vector velocity; ///< velocity in meters per second (calculated from momentum). Quaternion spin; ///< quaternion rate of change in orientation. Vector angularVelocity; ///< angular velocity (calculated from angularMomentum). Matrix bodyToWorld; ///< body to world coordinates matrix. Matrix worldToBody; ///< world to body coordinates matrix. */ /// @} /// Interpolates between two physics states leaving the /// result in this physics state. inline PhysicsState& interpolate( const PhysicsState &a, const PhysicsState &b, F32 t ) { F32 inverseT = 1.0f - t; position = a.position*inverseT + b.position*t; momentum = a.momentum*inverseT + b.momentum*t; orientation.interpolate( a.orientation, b.orientation, t ); angularMomentum = a.angularMomentum*inverseT + b.angularMomentum*t; // Recalculate the velocities //linVelocity = //angVelocity return *this; } /// Helper builds the transform from the state. inline MatrixF getTransform() const { MatrixF xfm; orientation.setMatrix( &xfm ); xfm.setPosition( position ); return xfm; } }; /// The event type passed to the physics reset signal. /// @see PhysicsPlugin::getPhysicsResetSignal(). enum PhysicsResetEvent { PhysicsResetEvent_Store, PhysicsResetEvent_Restore }; /// The signal for system wide physics events. /// @see PhysicsPlugin typedef Signal PhysicsResetSignal; class PhysicsCollision; /// A strong reference to a physics collision shape. typedef StrongRefPtr PhysicsCollisionRef; #endif // _T3D_PHYSICSCOMMON_H_