reactphysics3d/src/body/Body.h

183 lines
7.8 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2012 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef BODY_H
#define BODY_H
// Libraries
#include <stdexcept>
#include <cassert>
#include "../mathematics/Transform.h"
#include "../colliders/AABB.h"
#include "../colliders/Collider.h"
#include "../configuration.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Body :
This class is an abstract class to represent body of the physics
engine.
-------------------------------------------------------------------
*/
class Body {
protected :
Collider* collider; // Collider of the body
decimal mass; // Mass of the body
Transform transform; // Position and orientation of the body
Transform oldTransform; // Last position and orientation of the body
decimal interpolationFactor; // Interpolation factor used for the state interpolation
bool isActive; // True if the body is active (not sleeping because of deactivation)
bool isMotionEnabled; // True if the body is able to move
bool isCollisionEnabled; // True if the body can collide with others bodies
AABB* aabb; // Axis-Aligned Bounding Box for Broad-Phase collision detection
luint id; // ID of the body
public :
Body(const Transform& transform, Collider* collider, decimal mass, long unsigned int id); // Constructor
virtual ~Body(); // Destructor
luint getID() const; // Return the id of the body
Collider* getCollider() const; // Return the collision collider
void setCollider(Collider* collider); // Set the collision collider
decimal getMass() const; // Return the mass of the body
void setMass(decimal mass); // Set the mass of the body
bool getIsActive() const; // Return true if the body is active
void setIsActive(bool isActive); // Set the isActive variable
const Transform& getTransform() const; // Return the current position and orientation
void setTransform(const Transform& transform); // Set the current position and orientation
const AABB* getAABB() const; // Return the AAABB of the body
Transform getInterpolatedTransform() const; // Return the interpolated transform for rendering
void setInterpolationFactor(decimal factor); // Set the interpolation factor of the body
bool getIsMotionEnabled() const; // Return if the rigid body can move
void setIsMotionEnabled(bool isMotionEnabled); // Set the value to true if the body can move
bool getIsCollisionEnabled() const; // Return true if the body can collide with others bodies
void setIsCollisionEnabled(bool isCollisionEnabled); // Set the isCollisionEnabled value
void updateOldTransform(); // Update the old transform with the current one
void updateAABB(); // Update the Axis-Aligned Bounding Box coordinates
};
// Return the id of the body
inline luint Body::getID() const {
return id;
}
// Return the collider
inline Collider* Body::getCollider() const {
assert(collider);
return collider;
}
// Set the collider
inline void Body::setCollider(Collider* collider) {
assert(collider);
this->collider = collider;
}
// Method that return the mass of the body
inline decimal Body::getMass() const {
return mass;
};
// Method that set the mass of the body
inline void Body::setMass(decimal mass) {
this->mass = mass;
}
// Return true if the body is active
inline bool Body::getIsActive() const {
return isActive;
}
// Set the isActive variable
inline void Body::setIsActive(bool isActive) {
this->isActive = isActive;
}
// Return the interpolated transform for rendering
inline Transform Body::getInterpolatedTransform() const {
return Transform::interpolateTransforms(oldTransform, transform, interpolationFactor);
}
// Set the interpolation factor of the body
inline void Body::setInterpolationFactor(decimal factor) {
// Set the factor
interpolationFactor = factor;
}
// Return if the rigid body can move
inline bool Body::getIsMotionEnabled() const {
return isMotionEnabled;
}
// Set the value to true if the body can move
inline void Body::setIsMotionEnabled(bool isMotionEnabled) {
this->isMotionEnabled = isMotionEnabled;
}
// Return the current position and orientation
inline const Transform& Body::getTransform() const {
return transform;
}
// Set the current position and orientation
inline void Body::setTransform(const Transform& transform) {
this->transform = transform;
}
// Return the AAABB of the body
inline const AABB* Body::getAABB() const {
return aabb;
}
// Return true if the body can collide with others bodies
inline bool Body::getIsCollisionEnabled() const {
return isCollisionEnabled;
}
// Set the isCollisionEnabled value
inline void Body::setIsCollisionEnabled(bool isCollisionEnabled) {
this->isCollisionEnabled = isCollisionEnabled;
}
// Update the old transform with the current one
// This is used to compute the interpolated position and orientation of the body
inline void Body::updateOldTransform() {
oldTransform = transform;
}
// Update the rigid body in order to reflect a change in the body state
inline void Body::updateAABB() {
// Update the AABB
aabb->update(transform, collider->getLocalExtents(OBJECT_MARGIN));
}
}
#endif