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- //-----------------------------------------------------------------------------
- // 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<SceneObject*> *outOverlapObjects) const = 0;
- ///
- virtual void moveKinematicTo(const MatrixF &xfm) = 0;
- virtual bool isValid() = 0;
- };
- #endif // _T3D_PHYSICS_PHYSICSBODY_H_
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