#pragma once #include #include #include namespace Atomic { class Node; class 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 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_; }; }