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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_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<void()> 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_
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