#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H #define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H #include "..\PhysicsAPI.h" namespace Oyster { namespace Physics { class SimpleRigidBody : public ICustomBody { public: SimpleRigidBody(); virtual ~SimpleRigidBody(); ::Utility::DynamicMemory::UniquePointer Clone() const; bool IsSubscribingCollisions() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const; unsigned int GetReference() const; ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const; ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; UpdateState Update( ::Oyster::Math::Float timeStepLength ); void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ); void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ); void SetMass_KeepVelocity( ::Oyster::Math::Float m ); void SetMass_KeepMomentum( ::Oyster::Math::Float m ); void SetCenter( const ::Oyster::Math::Float3 &worldPos ); void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); private: }; } } #endif