Danbias/Code/GamePhysics/Implementation/SimpleRigidBody.cpp

122 lines
2.6 KiB
C++

#include "SimpleRigidBody.h"
#include "PhysicsAPI_Impl.h"
using namespace ::Oyster::Physics;
using namespace ::Oyster::Physics3D;
using namespace ::Oyster::Math3D;
using namespace ::Oyster::Collision3D;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::Value;
SimpleRigidBody::SimpleRigidBody()
{
this->collisionShape = NULL;
this->motionState = NULL;
this->rigidBody = NULL;
this->state.centerPos = Float3(0.0f, 0.0f, 0.0f);
this->state.quaternion = Quaternion(Float3(0.0f, 0.0f, 0.0f), 1.0f);
this->state.dynamicFrictionCoeff = 0.0f;
this->state.staticFrictionCoeff = 0.0f;
this->state.mass = 0.0f;
this->state.restitutionCoeff = 0.0f;
this->state.reach = Float3(0.0f, 0.0f, 0.0f);
this->afterCollision = NULL;
this->onMovement = NULL;
this->customTag = nullptr;
}
SimpleRigidBody::~SimpleRigidBody()
{
delete this->motionState;
this->motionState = NULL;
delete this->collisionShape;
this->collisionShape = NULL;
delete this->rigidBody;
this->rigidBody = NULL;
}
void SimpleRigidBody::SetCollisionShape(btCollisionShape* shape)
{
this->collisionShape = shape;
}
void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState)
{
this->motionState = motionState;
}
void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody)
{
this->rigidBody = rigidBody;
}
void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function)
{
this->afterCollision = function;
}
void SimpleRigidBody::SetSubscription(EventAction_Move function)
{
this->onMovement = function;
}
void SimpleRigidBody::CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Oyster::Math::Float kineticEnergyLoss)
{
if(this->onMovement)
this->afterCollision(bodyA, bodyB, kineticEnergyLoss);
}
void SimpleRigidBody::CallSubscription_Move()
{
if(this->onMovement)
this->onMovement(this);
}
btCollisionShape* SimpleRigidBody::GetCollisionShape() const
{
return this->collisionShape;
}
btDefaultMotionState* SimpleRigidBody::GetMotionState() const
{
return this->motionState;
}
btRigidBody* SimpleRigidBody::GetRigidBody() const
{
return this->rigidBody;
}
SimpleRigidBody::State SimpleRigidBody::GetState() const
{
return this->state;
}
SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
{
targetMem = this->state;
return targetMem;
}
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
{
this->state = state;
}
void * SimpleRigidBody::GetCustomTag() const
{
return this->customTag;
}
void SimpleRigidBody::SetCustomTag( void *ref )
{
this->customTag = ref;
}