Torque3D/Engine/source/T3D/physics/physicsCommon.h
Azaezel fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00

141 lines
4.1 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_PHYSICSCOMMON_H_
#define _T3D_PHYSICSCOMMON_H_
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MQUAT_H_
#include "math/mQuat.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
/// Helper structure which defines the state of a single physics body.
struct PhysicsState
{
/// Constructor.
PhysicsState()
: position( Point3F::Zero ),
momentum( Point3F::Zero ),
orientation( QuatF::Identity ),
angularMomentum( Point3F::Zero ),
sleeping( false ),
linVelocity( Point3F::Zero ),
angVelocity( Point3F::Zero )
{
}
/// The primary physics state.
// @{
/// The position of the body.
Point3F position;
/// The momentum in kilogram meters per second.
Point3F momentum;
/// The orientation of the body.
QuatF orientation;
/// The angular momentum.
Point3F angularMomentum;
/// Is true if the shape is asleep.
bool sleeping;
// @}
/// The secondary physics state derived from the primary state.
/// @{
/// The linear velocity derived from the momentum.
Point3F linVelocity;
///
Point3F angVelocity;
/*
Vector velocity; ///< velocity in meters per second (calculated from momentum).
Quaternion spin; ///< quaternion rate of change in orientation.
Vector angularVelocity; ///< angular velocity (calculated from angularMomentum).
Matrix bodyToWorld; ///< body to world coordinates matrix.
Matrix worldToBody; ///< world to body coordinates matrix.
*/
/// @}
/// Interpolates between two physics states leaving the
/// result in this physics state.
inline PhysicsState& interpolate( const PhysicsState &a, const PhysicsState &b, F32 t )
{
F32 inverseT = 1.0f - t;
position = a.position*inverseT + b.position*t;
momentum = a.momentum*inverseT + b.momentum*t;
orientation.interpolate( a.orientation, b.orientation, t );
angularMomentum = a.angularMomentum*inverseT + b.angularMomentum*t;
// Recalculate the velocities
//linVelocity =
//angVelocity
return *this;
}
/// Helper builds the transform from the state.
inline MatrixF getTransform() const
{
MatrixF xfm;
orientation.setMatrix( &xfm );
xfm.setPosition( position );
return xfm;
}
};
/// The event type passed to the physics reset signal.
/// @see PhysicsPlugin::getPhysicsResetSignal().
enum PhysicsResetEvent
{
PhysicsResetEvent_Store,
PhysicsResetEvent_Restore
};
/// The signal for system wide physics events.
/// @see PhysicsPlugin
typedef Signal<void(PhysicsResetEvent reset)> PhysicsResetSignal;
class PhysicsCollision;
/// A strong reference to a physics collision shape.
typedef StrongRefPtr<PhysicsCollision> PhysicsCollisionRef;
#endif // _T3D_PHYSICSCOMMON_H_