Torque3D/Engine/source/T3D/physics/physicsObject.h
marauder2k7 888332a85c rest of the implementation
apparently templated classes need all functions to be inline, otherwise unresolved symbols
macro for switching between matrixf and templated
few functions that were missed
2024-07-28 14:35:34 +01:00

97 lines
3.2 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_PHYSICSOBJECT_H_
#define _T3D_PHYSICS_PHYSICSOBJECT_H_
#ifndef _PHYSICS_PHYSICSUSERDATA_H_
#include "T3D/physics/physicsUserData.h"
#endif
#ifndef _UTIL_DELEGATE_H_
#include "core/util/delegate.h"
#endif
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
class PhysicsWorld;
#ifndef USE_TEMPLATE_MATRIX
class MatrixF;
#else
template<typename DATA_TYPE, U32 rows, U32 cols> class Matrix;
typedef Matrix<F32, 4, 4> MatrixF;
#endif
class Point3F;
class Box3F;
///
class PhysicsObject : public WeakRefBase
{
public:
virtual ~PhysicsObject();
/// Returns the physics world this object is a member of.
virtual PhysicsWorld* getWorld() = 0;
/// Sets the transform on the physics object.
///
/// For static objects this is only intended to be used for
/// for infrequent changes when editing the mission.
///
virtual void setTransform( const MatrixF &transform ) = 0;
/// Returns the transform of the physics body at
/// the last processed simulation tick.
virtual MatrixF& getTransform( MatrixF *outMatrix ) = 0;
/// Returns the world aligned bounding box containing the PhysicsObject.
virtual Box3F getWorldBounds() = 0;
///
void queueCallback( U32 ms, Delegate<void()> callback );
const PhysicsUserData& getUserData() const { return mUserData; }
PhysicsUserData& getUserData() { return mUserData; }
/// Set false to skip simulation of this object or temporarily remove
/// it from the physics simulation. Implementation is PhysicsPlugin specific.
virtual void setSimulationEnabled( bool enabled ) = 0;
virtual bool isSimulationEnabled() = 0;
protected:
/// You shouldn't be creating this object directly.
PhysicsObject();
/// The user data object assigned to this object.
PhysicsUserData mUserData;
/// The last queued callback event.
/// @see queueCallback
U32 mQueuedEvent;
};
#endif // _T3D_PHYSICS_PHYSICSOBJECT_H_