Danbias/Code/GamePhysics/Implementation/SimpleRigidBody.h

53 lines
1.3 KiB
C++

#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
#include "..\PhysicsAPI.h"
#include <btBulletDynamicsCommon.h>
namespace Oyster
{
namespace Physics
{
class SimpleRigidBody : public ICustomBody
{
public:
SimpleRigidBody();
virtual ~SimpleRigidBody();
void SetCollisionShape(btCollisionShape* shape);
void SetMotionState(btDefaultMotionState* motionState);
void SetRigidBody(btRigidBody* rigidBody);
void SetSubscription(EventAction_AfterCollisionResponse function);
void SetSubscription(EventAction_Move function);
void CallSubscription_AfterCollisionResponse(ICustomBody* bodyA, ICustomBody* bodyB, Math::Float kineticEnergyLoss);
void CallSubscription_Move();
State GetState() const;
State & GetState( State &targetMem ) const;
void SetState( const State &state );
btCollisionShape* GetCollisionShape() const;
btDefaultMotionState* GetMotionState() const;
btRigidBody* GetRigidBody() const;
void SetCustomTag( void *ref );
void* GetCustomTag() const;
private:
btCollisionShape* collisionShape;
btDefaultMotionState* motionState;
btRigidBody* rigidBody;
Struct::CustomBodyState state;
EventAction_AfterCollisionResponse afterCollision;
EventAction_Move onMovement;
void *customTag;
};
}
}
#endif