//----------------------------------------------------------------------------- // 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_PHYSICSOBJECT_H_ #define _T3D_PHYSICS_PHYSICSOBJECT_H_ #ifndef _PHYSICS_PHYSICSUSERDATA_H_ #include "T3D/physics/physicsUserData.h" #endif #ifndef _UTIL_DELEGATE_H_ #include "core/util/delegate.h" #endif #ifndef _REFBASE_H_ #include "core/util/refBase.h" #endif class PhysicsWorld; class MatrixF; class Point3F; class Box3F; /// class PhysicsObject : public WeakRefBase { public: virtual ~PhysicsObject(); /// Returns the physics world this object is a member of. virtual PhysicsWorld* getWorld() = 0; /// Sets the transform on the physics object. /// /// For static objects this is only intended to be used for /// for infrequent changes when editing the mission. /// virtual void setTransform( const MatrixF &transform ) = 0; /// Returns the transform of the physics body at /// the last processed simulation tick. virtual MatrixF& getTransform( MatrixF *outMatrix ) = 0; /// Returns the world aligned bounding box containing the PhysicsObject. virtual Box3F getWorldBounds() = 0; /// void queueCallback( U32 ms, Delegate callback ); const PhysicsUserData& getUserData() const { return mUserData; } PhysicsUserData& getUserData() { return mUserData; } /// Set false to skip simulation of this object or temporarily remove /// it from the physics simulation. Implementation is PhysicsPlugin specific. virtual void setSimulationEnabled( bool enabled ) = 0; virtual bool isSimulationEnabled() = 0; protected: /// You shouldn't be creating this object directly. PhysicsObject(); /// The user data object assigned to this object. PhysicsUserData mUserData; /// The last queued callback event. /// @see queueCallback U32 mQueuedEvent; }; #endif // _T3D_PHYSICS_PHYSICSOBJECT_H_