git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@463 92aac97c-a6ce-11dd-a772-7fcde58d38e6
183 lines
7.8 KiB
C++
183 lines
7.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2012 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef BODY_H
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#define BODY_H
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// Libraries
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#include <stdexcept>
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#include <cassert>
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#include "../mathematics/Transform.h"
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#include "../colliders/AABB.h"
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#include "../colliders/Collider.h"
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#include "../configuration.h"
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// Namespace reactphysics3d
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class Body :
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This class is an abstract class to represent body of the physics
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engine.
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-------------------------------------------------------------------
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*/
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class Body {
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protected :
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Collider* collider; // Collider of the body
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decimal mass; // Mass of the body
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Transform transform; // Position and orientation of the body
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Transform oldTransform; // Last position and orientation of the body
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decimal interpolationFactor; // Interpolation factor used for the state interpolation
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bool isActive; // True if the body is active (not sleeping because of deactivation)
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bool isMotionEnabled; // True if the body is able to move
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bool isCollisionEnabled; // True if the body can collide with others bodies
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AABB* aabb; // Axis-Aligned Bounding Box for Broad-Phase collision detection
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luint id; // ID of the body
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public :
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Body(const Transform& transform, Collider* collider, decimal mass, long unsigned int id); // Constructor
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virtual ~Body(); // Destructor
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luint getID() const; // Return the id of the body
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Collider* getCollider() const; // Return the collision collider
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void setCollider(Collider* collider); // Set the collision collider
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decimal getMass() const; // Return the mass of the body
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void setMass(decimal mass); // Set the mass of the body
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bool getIsActive() const; // Return true if the body is active
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void setIsActive(bool isActive); // Set the isActive variable
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const Transform& getTransform() const; // Return the current position and orientation
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void setTransform(const Transform& transform); // Set the current position and orientation
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const AABB* getAABB() const; // Return the AAABB of the body
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Transform getInterpolatedTransform() const; // Return the interpolated transform for rendering
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void setInterpolationFactor(decimal factor); // Set the interpolation factor of the body
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bool getIsMotionEnabled() const; // Return if the rigid body can move
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void setIsMotionEnabled(bool isMotionEnabled); // Set the value to true if the body can move
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bool getIsCollisionEnabled() const; // Return true if the body can collide with others bodies
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void setIsCollisionEnabled(bool isCollisionEnabled); // Set the isCollisionEnabled value
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void updateOldTransform(); // Update the old transform with the current one
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void updateAABB(); // Update the Axis-Aligned Bounding Box coordinates
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};
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// Return the id of the body
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inline luint Body::getID() const {
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return id;
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}
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// Return the collider
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inline Collider* Body::getCollider() const {
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assert(collider);
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return collider;
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}
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// Set the collider
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inline void Body::setCollider(Collider* collider) {
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assert(collider);
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this->collider = collider;
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}
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// Method that return the mass of the body
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inline decimal Body::getMass() const {
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return mass;
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};
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// Method that set the mass of the body
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inline void Body::setMass(decimal mass) {
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this->mass = mass;
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}
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// Return true if the body is active
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inline bool Body::getIsActive() const {
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return isActive;
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}
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// Set the isActive variable
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inline void Body::setIsActive(bool isActive) {
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this->isActive = isActive;
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}
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// Return the interpolated transform for rendering
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inline Transform Body::getInterpolatedTransform() const {
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return Transform::interpolateTransforms(oldTransform, transform, interpolationFactor);
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}
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// Set the interpolation factor of the body
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inline void Body::setInterpolationFactor(decimal factor) {
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// Set the factor
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interpolationFactor = factor;
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}
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// Return if the rigid body can move
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inline bool Body::getIsMotionEnabled() const {
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return isMotionEnabled;
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}
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// Set the value to true if the body can move
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inline void Body::setIsMotionEnabled(bool isMotionEnabled) {
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this->isMotionEnabled = isMotionEnabled;
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}
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// Return the current position and orientation
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inline const Transform& Body::getTransform() const {
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return transform;
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}
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// Set the current position and orientation
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inline void Body::setTransform(const Transform& transform) {
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this->transform = transform;
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}
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// Return the AAABB of the body
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inline const AABB* Body::getAABB() const {
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return aabb;
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}
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// Return true if the body can collide with others bodies
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inline bool Body::getIsCollisionEnabled() const {
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return isCollisionEnabled;
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}
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// Set the isCollisionEnabled value
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inline void Body::setIsCollisionEnabled(bool isCollisionEnabled) {
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this->isCollisionEnabled = isCollisionEnabled;
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}
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// Update the old transform with the current one
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// This is used to compute the interpolated position and orientation of the body
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inline void Body::updateOldTransform() {
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oldTransform = transform;
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}
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// Update the rigid body in order to reflect a change in the body state
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inline void Body::updateAABB() {
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// Update the AABB
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aabb->update(transform, collider->getLocalExtents(OBJECT_MARGIN));
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}
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}
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#endif
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