Torque3D/Engine/source/T3D/physics/bullet/btBody.h
Areloch 37e030f8f4 Makes vehicles work with the physics plugins.
Makes vehicles create a basic physics body when using one of the physics plugins so that they can collide with other physics-enabled objects.

Based on @rextimmy 's work.
2016-06-04 16:47:03 -05:00

119 lines
3.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _T3D_PHYSICS_BTBODY_H_
#define _T3D_PHYSICS_BTBODY_H_
#ifndef _T3D_PHYSICS_PHYSICSBODY_H_
#include "T3D/physics/physicsBody.h"
#endif
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
class BtWorld;
class btRigidBody;
class btCompoundShape;
class BtCollision;
class BtBody : public PhysicsBody
{
protected:
/// The physics world we are in.
BtWorld *mWorld;
/// The physics actor.
btRigidBody *mActor;
/// The collision representation.
StrongRefPtr<BtCollision> mColShape;
/// Our local compound if we had to adjust
/// the mass center on a dynamic.
btCompoundShape *mCompound;
///
F32 mMass;
///
bool mIsDynamic;
/// Is the body participating in the physics simulation.
bool mIsEnabled;
/// The center of mass offset used if the graphical
/// transform is not at the mass center.
MatrixF *mCenterOfMass;
/// The inverse center of mass offset.
MatrixF *mInvCenterOfMass;
///
void _releaseActor();
public:
BtBody();
virtual ~BtBody();
// PhysicsObject
virtual PhysicsWorld* getWorld();
virtual void setTransform( const MatrixF &xfm );
virtual MatrixF& getTransform( MatrixF *outMatrix );
virtual Box3F getWorldBounds();
virtual void setSimulationEnabled( bool enabled );
virtual bool isSimulationEnabled() { return mIsEnabled; }
// PhysicsBody
virtual bool init( PhysicsCollision *shape,
F32 mass,
U32 bodyFlags,
SceneObject *obj,
PhysicsWorld *world );
virtual bool isDynamic() const { return mIsDynamic; }
virtual PhysicsCollision* getColShape();
virtual void setSleepThreshold( F32 linear, F32 angular );
virtual void setDamping( F32 linear, F32 angular );
virtual void getState( PhysicsState *outState );
virtual F32 getMass() const { return mMass; }
virtual Point3F getCMassPosition() const;
virtual void setLinVelocity( const Point3F &vel );
virtual void setAngVelocity( const Point3F &vel );
virtual Point3F getLinVelocity() const;
virtual Point3F getAngVelocity() const;
virtual void setSleeping( bool sleeping );
virtual void setMaterial( F32 restitution,
F32 friction,
F32 staticFriction );
virtual void applyCorrection( const MatrixF &xfm );
virtual void applyImpulse( const Point3F &origin, const Point3F &force );
virtual void moveKinematicTo(const MatrixF &xfm);
};
#endif // _T3D_PHYSICS_BTBODY_H_