physicsObject.h 3.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_
  23. #define _T3D_PHYSICS_PHYSICSOBJECT_H_
  24. #ifndef _PHYSICS_PHYSICSUSERDATA_H_
  25. #include "T3D/physics/physicsUserData.h"
  26. #endif
  27. #ifndef _UTIL_DELEGATE_H_
  28. #include "core/util/delegate.h"
  29. #endif
  30. #ifndef _REFBASE_H_
  31. #include "core/util/refBase.h"
  32. #endif
  33. class PhysicsWorld;
  34. #ifndef USE_TEMPLATE_MATRIX
  35. class MatrixF;
  36. #else
  37. template<typename DATA_TYPE, U32 rows, U32 cols> class Matrix;
  38. typedef Matrix<F32, 4, 4> MatrixF;
  39. #endif
  40. class Point3F;
  41. class Box3F;
  42. ///
  43. class PhysicsObject : public WeakRefBase
  44. {
  45. public:
  46. virtual ~PhysicsObject();
  47. /// Returns the physics world this object is a member of.
  48. virtual PhysicsWorld* getWorld() = 0;
  49. /// Sets the transform on the physics object.
  50. ///
  51. /// For static objects this is only intended to be used for
  52. /// for infrequent changes when editing the mission.
  53. ///
  54. virtual void setTransform( const MatrixF &transform ) = 0;
  55. /// Returns the transform of the physics body at
  56. /// the last processed simulation tick.
  57. virtual MatrixF& getTransform( MatrixF *outMatrix ) = 0;
  58. /// Returns the world aligned bounding box containing the PhysicsObject.
  59. virtual Box3F getWorldBounds() = 0;
  60. ///
  61. void queueCallback( U32 ms, Delegate<void()> callback );
  62. const PhysicsUserData& getUserData() const { return mUserData; }
  63. PhysicsUserData& getUserData() { return mUserData; }
  64. /// Set false to skip simulation of this object or temporarily remove
  65. /// it from the physics simulation. Implementation is PhysicsPlugin specific.
  66. virtual void setSimulationEnabled( bool enabled ) = 0;
  67. virtual bool isSimulationEnabled() = 0;
  68. protected:
  69. /// You shouldn't be creating this object directly.
  70. PhysicsObject();
  71. /// The user data object assigned to this object.
  72. PhysicsUserData mUserData;
  73. /// The last queued callback event.
  74. /// @see queueCallback
  75. U32 mQueuedEvent;
  76. };
  77. #endif // _T3D_PHYSICS_PHYSICSOBJECT_H_