// // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #pragma once #include #include #include namespace Atomic { class Node; class ATOMIC_API PhysicsContact : public RefCounted { friend class PhysicsNodeCollision; ATOMIC_REFCOUNTED(PhysicsNodeContact) public: PhysicsContact() {}; const Vector3& GetPosition() const { return position_; } const Vector3& GetNormal() const { return normal_; } float GetDistance() const { return distance_; } float GetImpulse() const { return impulse_; } private: PhysicsContact(const Vector3& position, const Vector3& normal, float distance, float impulse) : position_(position), normal_(normal), distance_(distance), impulse_(impulse) { } Vector3 position_; Vector3 normal_; float distance_; float impulse_; }; class ATOMIC_API PhysicsNodeCollision : public RefCounted { ATOMIC_REFCOUNTED(PhysicsNodeCollision) public: PhysicsNodeCollision() : trigger_(false) { } RigidBody* GetBody() const { return body_; } Node* GetOtherNode() const { return otherNode_; } RigidBody* GetOtherBody() const { return otherBody_; } bool GetTrigger() const { return trigger_; } const Vector>& GetContacts() const { return contacts_; } void SetFromNodeCollisionEvent(VariantMap& eventData); private: SharedPtr body_; SharedPtr otherNode_; SharedPtr otherBody_; bool trigger_; Vector> contacts_; }; }