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PhysX3 basic plugin.
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Engine/source/T3D/physics/physx3/px3Body.h
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Engine/source/T3D/physics/physx3/px3Body.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _T3D_PHYSICS_PX3BODY_H_
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#define _T3D_PHYSICS_PX3BODY_H_
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#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
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#include "T3D/physics/physicsBody.h"
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#endif
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#ifndef _PHYSICS_PHYSICSUSERDATA_H_
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#include "T3D/physics/physicsUserData.h"
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#endif
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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class Px3World;
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class Px3Collision;
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struct Px3CollisionDesc;
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namespace physx{
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class PxRigidActor;
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class PxMaterial;
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class PxShape;
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}
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class Px3Body : public PhysicsBody
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{
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protected:
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/// The physics world we are in.
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Px3World *mWorld;
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/// The physics actor.
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physx::PxRigidActor *mActor;
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/// The unshared local material used on all the
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/// shapes on this actor.
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physx::PxMaterial *mMaterial;
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/// We hold the collision reference as it contains
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/// allocated objects that we own and must free.
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StrongRefPtr<Px3Collision> mColShape;
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///
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MatrixF mInternalTransform;
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/// The body flags set at creation time.
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U32 mBodyFlags;
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/// Is true if this body is enabled and active
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/// in the simulation of the scene.
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bool mIsEnabled;
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bool mIsStatic;
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///
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void _releaseActor();
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public:
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Px3Body();
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virtual ~Px3Body();
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// PhysicsObject
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virtual PhysicsWorld* getWorld();
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virtual void setTransform( const MatrixF &xfm );
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virtual MatrixF& getTransform( MatrixF *outMatrix );
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virtual Box3F getWorldBounds();
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virtual void setSimulationEnabled( bool enabled );
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virtual bool isSimulationEnabled() { return mIsEnabled; }
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// PhysicsBody
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virtual bool init( PhysicsCollision *shape,
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F32 mass,
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U32 bodyFlags,
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SceneObject *obj,
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PhysicsWorld *world );
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virtual bool isDynamic() const;
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virtual PhysicsCollision* getColShape();
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virtual void setSleepThreshold( F32 linear, F32 angular );
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virtual void setDamping( F32 linear, F32 angular );
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virtual void getState( PhysicsState *outState );
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virtual F32 getMass() const;
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virtual Point3F getCMassPosition() const;
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virtual void setLinVelocity( const Point3F &vel );
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virtual void setAngVelocity( const Point3F &vel );
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virtual Point3F getLinVelocity() const;
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virtual Point3F getAngVelocity() const;
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virtual void setSleeping( bool sleeping );
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virtual void setMaterial( F32 restitution,
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F32 friction,
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F32 staticFriction );
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virtual void applyCorrection( const MatrixF &xfm );
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virtual void applyImpulse( const Point3F &origin, const Point3F &force );
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};
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#endif
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