pxBody.h

Engine/source/T3D/physics/physx/pxBody.h

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef _T3D_PHYSICS_PXBODY_H_
 25#define _T3D_PHYSICS_PXBODY_H_
 26
 27#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
 28#include "T3D/physics/physicsBody.h"
 29#endif
 30#ifndef _PHYSICS_PHYSICSUSERDATA_H_
 31#include "T3D/physics/physicsUserData.h"
 32#endif
 33#ifndef _REFBASE_H_
 34#include "core/util/refBase.h"
 35#endif
 36#ifndef _MMATRIX_H_
 37#include "math/mMatrix.h"
 38#endif
 39
 40class PxWorld;
 41class NxActor;
 42class PxCollision;
 43class NxMaterial;
 44
 45
 46class PxBody : public PhysicsBody
 47{
 48protected:
 49
 50   /// The physics world we are in.
 51   PxWorld *mWorld;
 52
 53   /// The physics actor.
 54   NxActor *mActor;
 55
 56   /// The unshared local material used on all the 
 57   /// shapes on this actor.
 58   NxMaterial *mMaterial;
 59
 60   /// We hold the collision reference as it contains
 61   /// allocated objects that we own and must free.
 62   StrongRefPtr<PxCollision> mColShape;
 63
 64   /// 
 65   MatrixF mInternalTransform;
 66
 67   /// The body flags set at creation time.
 68   U32 mBodyFlags;
 69
 70   /// Is true if this body is enabled and active
 71   /// in the simulation of the scene.
 72   bool mIsEnabled;
 73
 74   ///
 75   void _releaseActor();
 76
 77public:
 78
 79   PxBody();
 80   virtual ~PxBody();
 81
 82   // PhysicsObject
 83   virtual PhysicsWorld* getWorld();
 84   virtual void setTransform( const MatrixF &xfm );
 85   virtual MatrixF& getTransform( MatrixF *outMatrix );
 86   virtual Box3F getWorldBounds();
 87   virtual void setSimulationEnabled( bool enabled );
 88   virtual bool isSimulationEnabled() { return mIsEnabled; }
 89
 90   // PhysicsBody
 91   virtual bool init(   PhysicsCollision *shape, 
 92                        F32 mass,
 93                        U32 bodyFlags,
 94                        SceneObject *obj, 
 95                        PhysicsWorld *world );
 96   virtual bool isDynamic() const;
 97   virtual PhysicsCollision* getColShape();
 98   virtual void setSleepThreshold( F32 linear, F32 angular );
 99   virtual void setDamping( F32 linear, F32 angular );
100   virtual void getState( PhysicsState *outState );
101   virtual F32 getMass() const;
102   virtual Point3F getCMassPosition() const;
103   virtual void setLinVelocity( const Point3F &vel );
104   virtual void setAngVelocity( const Point3F &vel );
105   virtual Point3F getLinVelocity() const;
106   virtual Point3F getAngVelocity() const;
107   virtual void setSleeping( bool sleeping );
108   virtual void setMaterial(  F32 restitution,
109                              F32 friction, 
110                              F32 staticFriction );
111   virtual void applyCorrection( const MatrixF &xfm );
112   virtual void applyImpulse( const Point3F &origin, const Point3F &force );
113};
114
115#endif // _T3D_PHYSICS_PXBODY_H_
116