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- //
- // 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 <Atomic/Core/Variant.h>
- #include <Atomic/Physics/RigidBody.h>
- #include <Atomic/Scene/Node.h>
- 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<SharedPtr<PhysicsContact>>& GetContacts() const { return contacts_; }
- void SetFromNodeCollisionEvent(VariantMap& eventData);
- private:
- SharedPtr<RigidBody> body_;
- SharedPtr<Node> otherNode_;
- SharedPtr<RigidBody> otherBody_;
- bool trigger_;
- Vector<SharedPtr<PhysicsContact>> contacts_;
- };
- }
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