Danbias/Code/GamePhysics/Implementation/SimpleRigidBody.h

77 lines
3.6 KiB
C++

#ifndef OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
#define OYSTER_PHYSICS_SIMPLE_RIGIDBODY_H
#include "..\PhysicsAPI.h"
#include "RigidBody.h"
#include "Octree.h"
namespace Oyster { namespace Physics
{
class SimpleRigidBody : public ICustomBody
{
public:
SimpleRigidBody();
SimpleRigidBody( const API::SimpleBodyDescription &desc );
virtual ~SimpleRigidBody();
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
State GetState() const;
State & GetState( State &targetMem ) const;
void SetState( const State &state );
//::Oyster::Math::Float3 GetRigidLinearVelocity() const;
SubscriptMessage CallSubscription_Collision( const ICustomBody *deuter );
void CallSubscription_CollisionResponse( const ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss );
void CallSubscription_Move();
bool IsAffectedByGravity() const;
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
void * GetCustomTag() 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 Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
void SetScene( void *scene );
void SetSubscription( EventAction_Collision functionPointer );
void SetSubscription( EventAction_CollisionResponse functionPointer );
void SetSubscription( EventAction_Move functionPointer );
void SetGravity( bool ignore);
void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
void SetCustomTag( void *ref );
//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 );
//void SetSize( const ::Oyster::Math::Float3 &size );
//void SetMomentum( const ::Oyster::Math::Float3 &worldG );
private:
::Oyster::Physics3D::RigidBody rigid;
::Oyster::Math::Float4 deltaPos, deltaAxis;
::Oyster::Math::Float3 gravityNormal;
EventAction_Collision onCollision;
EventAction_CollisionResponse onCollisionResponse;
EventAction_Move onMovement;
Octree *scene;
void *customTag;
bool ignoreGravity, isForwarded;
};
} }
#endif