//----------------------------------------------------------------------------- // 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 _PX3BODY_H_ #define _PX3BODY_H_ #ifndef _T3D_PHYSICS_PHYSICSBODY_H_ #include "T3D/physics/physicsBody.h" #endif #ifndef _PHYSICS_PHYSICSUSERDATA_H_ #include "T3D/physics/physicsUserData.h" #endif #ifndef _REFBASE_H_ #include "core/util/refBase.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif class Px3World; class Px3Collision; struct Px3CollisionDesc; namespace physx { class PxRigidActor; class PxMaterial; class PxShape; } class Px3Body : public PhysicsBody { protected: /// The physics world we are in. Px3World *mWorld; /// The physics actor. physx::PxRigidActor *mActor; /// The unshared local material used on all the /// shapes on this actor. physx::PxMaterial *mMaterial; /// We hold the collision reference as it contains /// allocated objects that we own and must free. StrongRefPtr mColShape; /// MatrixF mInternalTransform; /// The body flags set at creation time. U32 mBodyFlags; /// Is true if this body is enabled and active /// in the simulation of the scene. bool mIsEnabled; bool mIsStatic; /// void _releaseActor(); public: Px3Body(); virtual ~Px3Body(); // 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; 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; 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 // _PX3BODY_H_