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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 _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<Px3Collision> 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<SceneObject*> *outOverlapObjects) const;
- virtual void moveKinematicTo(const MatrixF &xfm);
- };
- #endif // _PX3BODY_H_
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