2013-11-21 17:22:13 +01:00
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#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
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#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
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#include "..\PhysicsAPI.h"
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2013-11-25 16:35:56 +01:00
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#include "RigidBody.h"
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2013-11-21 17:22:13 +01:00
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namespace Oyster { namespace Physics
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{
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class SimpleRigidBody : public ICustomBody
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{
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public:
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SimpleRigidBody();
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virtual ~SimpleRigidBody();
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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2013-11-26 13:27:34 +01:00
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bool IsAffectedByGravity() const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
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::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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2013-11-28 10:26:29 +01:00
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void SetSubscription( EventAction_Collision functionPointer );
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void SetGravity( bool ignore);
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void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
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void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
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void SetMass_KeepVelocity( ::Oyster::Math::Float m );
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void SetMass_KeepMomentum( ::Oyster::Math::Float m );
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void SetCenter( const ::Oyster::Math::Float3 &worldPos );
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void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
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void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
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void SetSize( const ::Oyster::Math::Float3 &size );
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private:
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::Oyster::Physics3D::RigidBody previous, current;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision collisionAction;
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bool ignoreGravity;
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};
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} }
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#endif
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