#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H #define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H #include "..\PhysicsAPI.h" #include namespace Oyster { namespace Physics { class SimpleRigidBody : public ICustomBody { public: SimpleRigidBody(); virtual ~SimpleRigidBody(); State GetState() const; State& GetState( State &targetMem ) const; void SetState( const State &state ); void ApplyImpulse(Math::Float3 impulse); void SetSubscription(EventAction_AfterCollisionResponse function); void SetSubscription(EventAction_Move function); void SetLinearVelocity(Math::Float3 velocity); void SetPosition(Math::Float3 position); void SetRotation(Math::Float4 quaternion); void SetRotation(Math::Quaternion quaternion); void SetRotation(Math::Float3 eulerAngles); void SetRotation(::Oyster::Math::Float4x4 rotation); void AddRotationAroundY(Math::Float angle); void SetAngularFactor(Math::Float factor); void SetMass(Math::Float mass); void SetGravity(Math::Float3 gravity); void SetUpAndRight(Math::Float3 up, Math::Float3 right); void SetUpAndForward(Math::Float3 up, Math::Float3 forward); void SetUp(Math::Float3 up); Math::Float4x4 GetRotation() const; Math::Float4 GetRotationAsAngularAxis(); Math::Float4x4 GetOrientation() const; Math::Float4x4 GetView() const; Math::Float4x4 GetView( const Math::Float3 &offset ) const; Math::Float3 GetGravity() const; ::Oyster::Math::Float3 GetLinearVelocity() const; void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss); void CallSubscription_Move(); btCollisionShape* GetCollisionShape() const; btDefaultMotionState* GetMotionState() const; btRigidBody* GetRigidBody() const; void SetCustomTag( void *ref ); void* GetCustomTag() const; // Class specific void SetCollisionShape(btCollisionShape* shape); void SetMotionState(btDefaultMotionState* motionState); void SetRigidBody(btRigidBody* rigidBody); void SetPreviousVelocity(Math::Float3 velocity); void PreStep(const btCollisionWorld* collisionWorld); float GetLambdaUp() const; float GetLambdaForward() const; void MoveToLimbo(); void ReleaseFromLimbo(); private: btCollisionShape* collisionShape; btDefaultMotionState* motionState; btRigidBody* rigidBody; Struct::CustomBodyState state; EventAction_AfterCollisionResponse afterCollision; EventAction_Move onMovement; void *customTag; Math::Float3 gravity; btVector3 raySource[2]; btVector3 rayTarget[2]; btScalar rayLambda[2]; int collisionFlags; }; } } #endif