PhysicsBody.h 2.4 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Physics/PhysicsObject.h>
  7. #include <AnKi/Util/ClassWrapper.h>
  8. namespace anki
  9. {
  10. /// @addtogroup physics
  11. /// @{
  12. /// Init info for PhysicsBody.
  13. class PhysicsBodyInitInfo
  14. {
  15. public:
  16. PhysicsCollisionShapePtr m_shape;
  17. F32 m_mass = 0.0f;
  18. Transform m_transform = Transform::getIdentity();
  19. F32 m_friction = 0.5f;
  20. };
  21. /// Rigid body.
  22. class PhysicsBody : public PhysicsFilteredObject
  23. {
  24. ANKI_PHYSICS_OBJECT(PhysicsObjectType::BODY)
  25. public:
  26. const Transform& getTransform() const
  27. {
  28. return m_trf;
  29. }
  30. void setTransform(const Transform& trf)
  31. {
  32. m_trf = trf;
  33. m_body->setWorldTransform(toBt(trf));
  34. }
  35. void applyForce(const Vec3& force, const Vec3& relPos)
  36. {
  37. m_body->applyForce(toBt(force), toBt(relPos));
  38. }
  39. void setMass(F32 mass);
  40. F32 getMass() const
  41. {
  42. return m_mass;
  43. }
  44. void activate(Bool activate)
  45. {
  46. m_body->forceActivationState((activate) ? ACTIVE_TAG : DISABLE_SIMULATION);
  47. if(activate)
  48. {
  49. m_body->activate(true);
  50. }
  51. }
  52. void clearForces()
  53. {
  54. m_body->clearForces();
  55. }
  56. void setLinearVelocity(const Vec3& velocity)
  57. {
  58. m_body->setLinearVelocity(toBt(velocity));
  59. }
  60. void setAngularVelocity(const Vec3& velocity)
  61. {
  62. m_body->setAngularVelocity(toBt(velocity));
  63. }
  64. void setGravity(const Vec3& gravity)
  65. {
  66. m_body->setGravity(toBt(gravity));
  67. }
  68. void setAngularFactor(const Vec3& factor)
  69. {
  70. m_body->setAngularFactor(toBt(factor));
  71. }
  72. ANKI_INTERNAL const btRigidBody* getBtBody() const
  73. {
  74. return m_body.get();
  75. }
  76. ANKI_INTERNAL btRigidBody* getBtBody()
  77. {
  78. return m_body.get();
  79. }
  80. private:
  81. class MotionState : public btMotionState
  82. {
  83. public:
  84. PhysicsBody* m_body = nullptr;
  85. void getWorldTransform(btTransform& worldTrans) const override
  86. {
  87. worldTrans = toBt(m_body->m_trf);
  88. }
  89. void setWorldTransform(const btTransform& worldTrans) override
  90. {
  91. m_body->m_trf = toAnki(worldTrans);
  92. }
  93. };
  94. /// Store the data of the btRigidBody in place to avoid additional allocations.
  95. ClassWrapper<btRigidBody> m_body;
  96. Transform m_trf = Transform::getIdentity();
  97. MotionState m_motionState;
  98. PhysicsCollisionShapePtr m_shape;
  99. F32 m_mass = 1.0f;
  100. PhysicsBody(PhysicsWorld* world, const PhysicsBodyInitInfo& init);
  101. ~PhysicsBody();
  102. void registerToWorld() override;
  103. void unregisterFromWorld() override;
  104. };
  105. /// @}
  106. } // end namespace anki