ICustomBody Documented
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@ -206,7 +206,7 @@ namespace Oyster
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virtual ~API() {}
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};
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//! documentation in progress
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//! The root interface for all physical representations processable by the engine.
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class PHYSICS_DLL_USAGE ICustomBody
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{
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public:
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@ -218,25 +218,112 @@ namespace Oyster
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********************************************************/
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virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const = 0;
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/********************************************************
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* @return true if Engine should call the EventAction_Collision function.
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********************************************************/
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virtual bool IsSubscribingCollisions() const = 0;
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/********************************************************
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* Performs a detailed Intersect test and returns if, when and where.
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* @param object: What this is intersect testing against.
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* @param deltaWhen: Time in seconds since last update frame til timeOfContact. 0.0f <= deltaWhen <= deltaTime
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* @param worldPointOfContact: Where at timeOfContact, this and object touches eachother.
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* @return true if this truly intersects with object.
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********************************************************/
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virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
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/********************************************************
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* param shape: Any defined sample shape.
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* @return true if this truly intersects with shape.
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********************************************************/
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virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0;
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/********************************************************
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* Required by Engine's Collision Search.
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* @param targetMem: Provided memory that written into and then returned.
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* @return a sphere shape that contains the ICustomBody.
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********************************************************/
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virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0;
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/********************************************************
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* Required by Engine's Collision Responsing.
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* @param worldPos: Should be worldPointOfContact from Intersects( ... )
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* @param targetMem: Provided memory that written into and then returned.
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* @return a surface normal in worldSpace.
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********************************************************/
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virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
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/********************************************************
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* The world position of this center of gravity.
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* @param targetMem: Provided memory that written into and then returned.
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* @return a position in worldSpace.
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********************************************************/
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virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0;
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/********************************************************
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* @param targetMem: Provided memory that written into and then returned.
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* @return a copy of this's rotation matrix.
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********************************************************/
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virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
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/********************************************************
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* @param targetMem: Provided memory that written into and then returned.
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* @return a copy of this's orientation matrix.
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********************************************************/
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virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
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/********************************************************
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* @param targetMem: Provided memory that written into and then returned.
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* @return a copy of this's view matrix.
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********************************************************/
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virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0;
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/********************************************************
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* To be only called by Engine
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* Is called during API::Update
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********************************************************/
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virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0;
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/********************************************************
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* To be only called by Engine
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* Use API::SetMomentOfInertiaTensor_KeepVelocity(...) instead
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********************************************************/
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virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0;
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/********************************************************
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* To be only called by Engine
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* Use API::SetMomentOfInertiaTensor_KeepMomentum(...)
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********************************************************/
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virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0;
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/********************************************************
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* To be only called by Engine
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* Use API::SetMass_KeepVelocity(...)
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********************************************************/
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virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0;
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/********************************************************
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* To be only called by Engine
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* Use API::SetMass_KeepMomentum(...)
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********************************************************/
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virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0;
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/********************************************************
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* To be only called by Engine
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* Use API::SetCenter(...)
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********************************************************/
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virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0;
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/********************************************************
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* To be only called by Engine
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* Use API::SetRotation(...)
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********************************************************/
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virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0;
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/********************************************************
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* To be only called by Engine
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* Use API::SetOrientation(...)
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********************************************************/
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virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0;
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};
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}
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