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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "HashSet.h"
- #include "Node.h"
- #include "PhysicsDefs.h"
- class DebugRenderer;
- class PhysicsWorld;
- /// Physics rigid body component.
- class RigidBody : public Component
- {
- OBJECT(RigidBody);
-
- friend class PhysicsWorld;
-
- public:
- /// Construct.
- RigidBody(Context* context);
- /// Destruct. Free the rigid body and geometries.
- virtual ~RigidBody();
- /// Register object factory.
- static void RegisterObject(Context* context);
-
- /// %Set mass. Zero mass (or the lack of collision shapes) makes the body kinematic.
- void SetMass(float mass);
- /// %Set mass axis for the cylinder and capsule shapes. By default 1 (Y-axis.)
- void SetMassAxis(int axis);
- /// %Set physics position.
- void SetPosition(const Vector3& position);
- /// %Set physics rotation.
- void SetRotation(const Quaternion& rotation);
- /// %Set physics transform.
- void SetTransform(const Vector3& position, const Quaternion& rotation);
- /// %Set linear velocity.
- void SetLinearVelocity(const Vector3& velocity);
- /// %Set linear velocity deactivation threshold.
- void SetLinearRestThreshold(float threshold);
- /// %Set linear velocity damping threshold.
- void SetLinearDampingThreshold(float threshold);
- /// %Set linear velocity damping scale.
- void SetLinearDampingScale(float scale);
- /// %Set angular velocity.
- void SetAngularVelocity(const Vector3& angularVelocity);
- /// %Set angular velocity deactivation threshold.
- void SetAngularRestThreshold(float threshold);
- /// %Set angular velocity damping threshold.
- void SetAngularDampingThreshold(float threshold);
- /// %Set angular velocity damping scale.
- void SetAngularDampingScale(float scale);
- /// %Set maximum angular velocity. Set to 0 to disable rotation.
- void SetAngularMaxVelocity(float velocity);
- /// %Set rigid body active/inactive state.
- void SetActive(bool active);
- /// Apply force to center of mass.
- void ApplyForce(const Vector3& force);
- /// Apply force at position.
- void ApplyForceAtPosition(const Vector3& force, const Vector3& position);
- /// Apply torque.
- void ApplyTorque(const Vector3& torque);
- /// Reset accumulated forces.
- void ResetForces();
-
- /// Return physics world.
- PhysicsWorld* GetPhysicsWorld() const { return physicsWorld_; }
- /// Return mass.
- float GetMass() const { return mass_; }
- /// Return mass axis for cylinder and capsule shapes.
- int GetMassAxis() const { return massAxis_; }
- /// Return ODE body ID.
- dBodyID GetBody() const { return body_; }
- /// Return physics position.
- const Vector3& GetPosition() const;
- /// Return physics rotation.
- const Quaternion& GetRotation() const;
- /// Return linear velocity.
- const Vector3& GetLinearVelocity() const;
- /// Return linear velocity deactivation threshold.
- float GetLinearRestThreshold() const;
- /// Return linear velocity damping threshold.
- float GetLinearDampingThreshold() const;
- /// Return linear velocity damping scale.
- float GetLinearDampingScale() const;
- /// Return angular velocity.
- const Vector3& GetAngularVelocity() const;
- /// Return angular velocity deactivation threshold.
- float GetAngularRestThreshold() const;
- /// Return angular velocity damping threshold.
- float GetAngularDampingThreshold() const;
- /// Return angular velocity damping scale.
- float GetAngularDampingScale() const;
- /// Return maximum angular velocity.
- float GetAngularMaxVelocity() const;
- /// Return whether body is active.
- bool IsActive() const;
-
- /// Recalculate mass.
- void UpdateMass();
- /// %Set network angular velocity attribute.
- void SetNetAngularVelocityAttr(const PODVector<unsigned char>& value);
- /// Return network angular velocity attribute.
- const PODVector<unsigned char>& GetNetAngularVelocityAttr() const;
-
- protected:
- /// Handle node being assigned.
- virtual void OnNodeSet(Node* node);
- /// Handle node transform being dirtied.
- virtual void OnMarkedDirty(Node* node);
-
- private:
- /// Store previous transform for rendering interpolation.
- void PreStep();
- /// Interpolate between previous and current transform and store as rendering transform.
- void PostStep(float t, HashSet<RigidBody*>& processedBodies);
- /// Create the body.
- void CreateBody();
- /// Remove the body.
- void ReleaseBody();
-
- /// Physics world.
- WeakPtr<PhysicsWorld> physicsWorld_;
- /// Mass.
- float mass_;
- /// Mass axis for cylinder and capsule shapes.
- int massAxis_;
- /// ODE body ID.
- dBodyID body_;
- /// Previous position for rendering interpolation.
- Vector3 previousPosition_;
- /// Previous rotation for rendering interpolation.
- Quaternion previousRotation_;
- /// Attribute buffer for network replication.
- mutable VectorBuffer attrBuffer_;
- /// Poststep flag.
- bool inPostStep_;
- };
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