physicsObject.h 3.0 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. class MatrixF;
  35. class Point3F;
  36. class Box3F;
  37. ///
  38. class PhysicsObject : public WeakRefBase
  39. {
  40. public:
  41. virtual ~PhysicsObject();
  42. /// Returns the physics world this object is a member of.
  43. virtual PhysicsWorld* getWorld() = 0;
  44. /// Sets the transform on the physics object.
  45. ///
  46. /// For static objects this is only intended to be used for
  47. /// for infrequent changes when editing the mission.
  48. ///
  49. virtual void setTransform( const MatrixF &transform ) = 0;
  50. /// Returns the transform of the physics body at
  51. /// the last processed simulation tick.
  52. virtual MatrixF& getTransform( MatrixF *outMatrix ) = 0;
  53. /// Returns the world aligned bounding box containing the PhysicsObject.
  54. virtual Box3F getWorldBounds() = 0;
  55. ///
  56. void queueCallback( U32 ms, Delegate<void()> callback );
  57. const PhysicsUserData& getUserData() const { return mUserData; }
  58. PhysicsUserData& getUserData() { return mUserData; }
  59. /// Set false to skip simulation of this object or temporarily remove
  60. /// it from the physics simulation. Implementation is PhysicsPlugin specific.
  61. virtual void setSimulationEnabled( bool enabled ) = 0;
  62. virtual bool isSimulationEnabled() = 0;
  63. protected:
  64. /// You shouldn't be creating this object directly.
  65. PhysicsObject();
  66. /// The user data object assigned to this object.
  67. PhysicsUserData mUserData;
  68. /// The last queued callback event.
  69. /// @see queueCallback
  70. U32 mQueuedEvent;
  71. };
  72. #endif // _T3D_PHYSICS_PHYSICSOBJECT_H_