px3Body.h
Engine/source/T3D/physics/physx3/px3Body.h
Classes:
class
Namespaces:
namespace
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 _PX3BODY_H_ 25#define _PX3BODY_H_ 26 27#ifndef _T3D_PHYSICS_PHYSICSBODY_H_ 28#include "T3D/physics/physicsBody.h" 29#endif 30#ifndef _PHYSICS_PHYSICSUSERDATA_H_ 31#include "T3D/physics/physicsUserData.h" 32#endif 33#ifndef _REFBASE_H_ 34#include "core/util/refBase.h" 35#endif 36#ifndef _MMATRIX_H_ 37#include "math/mMatrix.h" 38#endif 39 40class Px3World; 41class Px3Collision; 42struct Px3CollisionDesc; 43 44namespace physx 45{ 46 class PxRigidActor; 47 class PxMaterial; 48 class PxShape; 49} 50 51 52class Px3Body : public PhysicsBody 53{ 54protected: 55 56 /// The physics world we are in. 57 Px3World *mWorld; 58 59 /// The physics actor. 60 physx::PxRigidActor *mActor; 61 62 /// The unshared local material used on all the 63 /// shapes on this actor. 64 physx::PxMaterial *mMaterial; 65 66 /// We hold the collision reference as it contains 67 /// allocated objects that we own and must free. 68 StrongRefPtr<Px3Collision> mColShape; 69 70 /// 71 MatrixF mInternalTransform; 72 73 /// The body flags set at creation time. 74 U32 mBodyFlags; 75 76 /// Is true if this body is enabled and active 77 /// in the simulation of the scene. 78 bool mIsEnabled; 79 bool mIsStatic; 80 81 /// 82 void _releaseActor(); 83 84 85public: 86 87 Px3Body(); 88 virtual ~Px3Body(); 89 90 // PhysicsObject 91 virtual PhysicsWorld* getWorld(); 92 virtual void setTransform( const MatrixF &xfm ); 93 virtual MatrixF& getTransform( MatrixF *outMatrix ); 94 virtual Box3F getWorldBounds(); 95 virtual void setSimulationEnabled( bool enabled ); 96 virtual bool isSimulationEnabled() { return mIsEnabled; } 97 98 // PhysicsBody 99 virtual bool init( PhysicsCollision *shape, 100 F32 mass, 101 U32 bodyFlags, 102 SceneObject *obj, 103 PhysicsWorld *world ); 104 105 virtual bool isDynamic() const; 106 virtual PhysicsCollision* getColShape(); 107 virtual void setSleepThreshold( F32 linear, F32 angular ); 108 virtual void setDamping( F32 linear, F32 angular ); 109 virtual void getState( PhysicsState *outState ); 110 virtual F32 getMass() const; 111 virtual Point3F getCMassPosition() const; 112 virtual void setLinVelocity( const Point3F &vel ); 113 virtual void setAngVelocity( const Point3F &vel ); 114 virtual Point3F getLinVelocity() const; 115 virtual Point3F getAngVelocity() const; 116 virtual void setSleeping( bool sleeping ); 117 virtual void setMaterial( F32 restitution, 118 F32 friction, 119 F32 staticFriction ); 120 virtual void applyCorrection( const MatrixF &xfm ); 121 virtual void applyImpulse( const Point3F &origin, const Point3F &force ); 122 virtual void applyTorque( const Point3F &torque ); 123 virtual void applyForce( const Point3F &force ); 124 virtual void findContact(SceneObject **contactObject, VectorF *contactNormal, 125 Vector<SceneObject*> *outOverlapObjects) const; 126 virtual void moveKinematicTo(const MatrixF &xfm); 127 128}; 129 130#endif // _PX3BODY_H_ 131