ScriptPhysics.h 2.8 KB

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  1. //
  2. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  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 deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // 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 FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Atomic/Core/Variant.h>
  24. #include <Atomic/Physics/RigidBody.h>
  25. #include <Atomic/Scene/Node.h>
  26. namespace Atomic
  27. {
  28. class Node;
  29. class ATOMIC_API PhysicsContact : public RefCounted
  30. {
  31. friend class PhysicsNodeCollision;
  32. ATOMIC_REFCOUNTED(PhysicsNodeContact)
  33. public:
  34. PhysicsContact() {};
  35. const Vector3& GetPosition() const { return position_; }
  36. const Vector3& GetNormal() const { return normal_; }
  37. float GetDistance() const { return distance_; }
  38. float GetImpulse() const { return impulse_; }
  39. private:
  40. PhysicsContact(const Vector3& position, const Vector3& normal, float distance, float impulse) :
  41. position_(position),
  42. normal_(normal),
  43. distance_(distance),
  44. impulse_(impulse)
  45. {
  46. }
  47. Vector3 position_;
  48. Vector3 normal_;
  49. float distance_;
  50. float impulse_;
  51. };
  52. class ATOMIC_API PhysicsNodeCollision : public RefCounted
  53. {
  54. ATOMIC_REFCOUNTED(PhysicsNodeCollision)
  55. public:
  56. PhysicsNodeCollision() : trigger_(false)
  57. {
  58. }
  59. RigidBody* GetBody() const { return body_; }
  60. Node* GetOtherNode() const { return otherNode_; }
  61. RigidBody* GetOtherBody() const { return otherBody_; }
  62. bool GetTrigger() const { return trigger_; }
  63. const Vector<SharedPtr<PhysicsContact>>& GetContacts() const { return contacts_; }
  64. void SetFromNodeCollisionEvent(VariantMap& eventData);
  65. private:
  66. SharedPtr<RigidBody> body_;
  67. SharedPtr<Node> otherNode_;
  68. SharedPtr<RigidBody> otherBody_;
  69. bool trigger_;
  70. Vector<SharedPtr<PhysicsContact>> contacts_;
  71. };
  72. }