btBody.h
Engine/source/T3D/physics/bullet/btBody.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _T3D_PHYSICS_BTBODY_H_ 25#define _T3D_PHYSICS_BTBODY_H_ 26 27#ifndef _T3D_PHYSICS_PHYSICSBODY_H_ 28#include "T3D/physics/physicsBody.h" 29#endif 30#ifndef _REFBASE_H_ 31#include "core/util/refBase.h" 32#endif 33#ifndef _MMATRIX_H_ 34#include "math/mMatrix.h" 35#endif 36 37class BtWorld; 38class btRigidBody; 39class btCompoundShape; 40class BtCollision; 41 42 43class BtBody : public PhysicsBody 44{ 45protected: 46 47 /// The physics world we are in. 48 BtWorld *mWorld; 49 50 /// The physics actor. 51 btRigidBody *mActor; 52 53 /// The collision representation. 54 StrongRefPtr<BtCollision> mColShape; 55 56 /// Our local compound if we had to adjust 57 /// the mass center on a dynamic. 58 btCompoundShape *mCompound; 59 60 /// 61 F32 mMass; 62 63 /// 64 bool mIsDynamic; 65 66 /// Is the body participating in the physics simulation. 67 bool mIsEnabled; 68 69 /// The center of mass offset used if the graphical 70 /// transform is not at the mass center. 71 MatrixF *mCenterOfMass; 72 73 /// The inverse center of mass offset. 74 MatrixF *mInvCenterOfMass; 75 76 /// 77 void _releaseActor(); 78 79public: 80 81 BtBody(); 82 virtual ~BtBody(); 83 84 // PhysicsObject 85 virtual PhysicsWorld* getWorld(); 86 virtual void setTransform( const MatrixF &xfm ); 87 virtual MatrixF& getTransform( MatrixF *outMatrix ); 88 virtual Box3F getWorldBounds(); 89 virtual void setSimulationEnabled( bool enabled ); 90 virtual bool isSimulationEnabled() { return mIsEnabled; } 91 92 // PhysicsBody 93 virtual bool init( PhysicsCollision *shape, 94 F32 mass, 95 U32 bodyFlags, 96 SceneObject *obj, 97 PhysicsWorld *world ); 98 virtual bool isDynamic() const { return mIsDynamic; } 99 virtual PhysicsCollision* getColShape(); 100 virtual void setSleepThreshold( F32 linear, F32 angular ); 101 virtual void setDamping( F32 linear, F32 angular ); 102 virtual void getState( PhysicsState *outState ); 103 virtual F32 getMass() const { return mMass; } 104 virtual Point3F getCMassPosition() const; 105 virtual void setLinVelocity( const Point3F &vel ); 106 virtual void setAngVelocity( const Point3F &vel ); 107 virtual Point3F getLinVelocity() const; 108 virtual Point3F getAngVelocity() const; 109 virtual void setSleeping( bool sleeping ); 110 virtual void setMaterial( F32 restitution, 111 F32 friction, 112 F32 staticFriction ); 113 virtual void applyCorrection( const MatrixF &xfm ); 114 virtual void applyImpulse( const Point3F &origin, const Point3F &force ); 115 virtual void applyTorque( const Point3F &torque ); 116 virtual void applyForce( const Point3F &force ); 117 virtual void findContact(SceneObject **contactObject, VectorF *contactNormal, Vector<SceneObject*> *outOverlapObjects) const; 118 virtual void moveKinematicTo(const MatrixF &xfm); 119 120 virtual bool isValid() { return mActor != nullptr; } 121 122}; 123 124#endif // _T3D_PHYSICS_BTBODY_H_ 125