67 lines
3.3 KiB
C++
67 lines
3.3 KiB
C++
#ifndef OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
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#define OYSTER_PHYSICS_SPHERICAL_RIGIDBODY_H
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#include "..\PhysicsAPI.h"
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#include "RigidBody.h"
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#include "Sphere.h"
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#include "Octree.h"
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namespace Oyster { namespace Physics
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{
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class SphericalRigidBody : public ICustomBody
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{
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public:
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SphericalRigidBody();
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SphericalRigidBody( const API::SphericalBodyDescription &desc );
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virtual ~SphericalRigidBody();
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::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
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State GetState() const;
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State & GetState( State &targetMem = State() ) const;
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void SetState( const State &state );
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::Oyster::Math::Float3 GetRigidLinearVelocity() const;
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SubscriptMessage CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
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bool IsAffectedByGravity() const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const;
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bool Intersects( const ::Oyster::Collision3D::ICollideable &shape, ::Oyster::Math::Float4 &worldPointOfContact ) const;
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bool Intersects( const ICustomBody &object, ::Oyster::Math::Float4 &worldPointOfContact ) const;
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::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const;
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::Oyster::Math::Float4 & GetNormalAt( const ::Oyster::Math::Float4 &worldPos, ::Oyster::Math::Float4 &targetMem = ::Oyster::Math::Float4() ) const;
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::Oyster::Math::Float3 & GetGravityNormal( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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//::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
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//::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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//::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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//::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
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UpdateState Update( ::Oyster::Math::Float timeStepLength );
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void Predict( ::Oyster::Math::Float4 &outDeltaPos, ::Oyster::Math::Float4 &outDeltaAxis, const ::Oyster::Math::Float4 &actingLinearImpulse, const ::Oyster::Math::Float4 &actingAngularImpulse, ::Oyster::Math::Float deltaTime );
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void SetScene( void *scene );
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void SetSubscription( EventAction_Collision functionPointer );
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void SetGravity( bool ignore);
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void SetGravityNormal( const ::Oyster::Math::Float3 &normalizedVector );
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//void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI );
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//void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI );
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//void SetMass_KeepVelocity( ::Oyster::Math::Float m );
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//void SetMass_KeepMomentum( ::Oyster::Math::Float m );
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//void SetCenter( const ::Oyster::Math::Float3 &worldPos );
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//void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
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//void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
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//void SetSize( const ::Oyster::Math::Float3 &size );
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//void SetMomentum( const ::Oyster::Math::Float3 &worldG );
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private:
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::Oyster::Physics3D::RigidBody rigid;
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::Oyster::Math::Float4 deltaPos, deltaAxis;
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::Oyster::Math::Float3 gravityNormal;
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EventAction_Collision collisionAction;
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bool ignoreGravity, isForwarded;
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Octree *scene;
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::Oyster::Collision3D::Sphere body;
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};
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} }
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#endif |