242 lines
7.5 KiB
C++
242 lines
7.5 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 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 REACTPHYSICS3D_BODY_H
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#define REACTPHYSICS3D_BODY_H
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// Libraries
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#include <stdexcept>
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#include <cassert>
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#include "configuration.h"
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/// Namespace reactphysics3d
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namespace reactphysics3d {
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// TODO : Make this class abstract
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// Class Body
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/**
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* This class to represent a body of the physics engine. You should not
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* instantiante this class but instantiate the CollisionBody or RigidBody
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* classes instead.
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*/
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class Body {
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protected :
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// -------------------- Attributes -------------------- //
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/// ID of the body
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bodyindex mID;
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/// True if the body has already been added in an island (for sleeping technique)
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bool mIsAlreadyInIsland;
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/// True if the body is allowed to go to sleep for better efficiency
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bool mIsAllowedToSleep;
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/// True if the body is active.
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/// An inactive body does not participate in collision detection,
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/// is not simulated and will not be hit in a ray casting query.
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/// A body is active by default. If you set this
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/// value to "false", all the proxy shapes of this body will be
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/// removed from the broad-phase. If you set this value to "true",
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/// all the proxy shapes will be added to the broad-phase. A joint
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/// connected to an inactive body will also be inactive.
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bool mIsActive;
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/// True if the body is sleeping (for sleeping technique)
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bool mIsSleeping;
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/// Elapsed time since the body velocity was bellow the sleep velocity
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decimal mSleepTime;
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/// Pointer that can be used to attach user data to the body
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void* mUserData;
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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Body(bodyindex id);
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/// Deleted copy-constructor
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Body(const Body& body) = delete;
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/// Deleted assignment operator
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Body& operator=(const Body& body) = delete;
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/// Destructor
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virtual ~Body();
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/// Return the ID of the body
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bodyindex getID() const;
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/// Return whether or not the body is allowed to sleep
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bool isAllowedToSleep() const;
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/// Set whether or not the body is allowed to go to sleep
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void setIsAllowedToSleep(bool isAllowedToSleep);
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/// Set the variable to know whether or not the body is sleeping
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virtual void setIsSleeping(bool isSleeping);
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/// Return whether or not the body is sleeping
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bool isSleeping() const;
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/// Return true if the body is active
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bool isActive() const;
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/// Set whether or not the body is active
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virtual void setIsActive(bool isActive);
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/// Return a pointer to the user data attached to this body
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void* getUserData() const;
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/// Attach user data to this body
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void setUserData(void* userData);
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/// Smaller than operator
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bool operator<(const Body& body2) const;
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/// Larger than operator
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bool operator>(const Body& body2) const;
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/// Equal operator
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bool operator==(const Body& body2) const;
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/// Not equal operator
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bool operator!=(const Body& body2) const;
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// -------------------- Friendship -------------------- //
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friend class DynamicsWorld;
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};
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// Return the id of the body
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/**
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* @return The ID of the body
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*/
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inline bodyindex Body::getID() const {
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return mID;
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}
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// Return whether or not the body is allowed to sleep
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/**
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* @return True if the body is allowed to sleep and false otherwise
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*/
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inline bool Body::isAllowedToSleep() const {
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return mIsAllowedToSleep;
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}
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// Set whether or not the body is allowed to go to sleep
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/**
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* @param isAllowedToSleep True if the body is allowed to sleep
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*/
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inline void Body::setIsAllowedToSleep(bool isAllowedToSleep) {
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mIsAllowedToSleep = isAllowedToSleep;
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if (!mIsAllowedToSleep) setIsSleeping(false);
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}
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// Return whether or not the body is sleeping
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/**
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* @return True if the body is currently sleeping and false otherwise
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*/
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inline bool Body::isSleeping() const {
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return mIsSleeping;
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}
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// Return true if the body is active
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/**
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* @return True if the body currently active and false otherwise
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*/
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inline bool Body::isActive() const {
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return mIsActive;
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}
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// Set whether or not the body is active
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/**
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* @param isActive True if you want to activate the body
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*/
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inline void Body::setIsActive(bool isActive) {
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mIsActive = isActive;
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}
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// Set the variable to know whether or not the body is sleeping
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inline void Body::setIsSleeping(bool isSleeping) {
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if (isSleeping) {
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mSleepTime = decimal(0.0);
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}
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else {
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if (mIsSleeping) {
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mSleepTime = decimal(0.0);
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}
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}
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mIsSleeping = isSleeping;
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}
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// Return a pointer to the user data attached to this body
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/**
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* @return A pointer to the user data you have attached to the body
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*/
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inline void* Body::getUserData() const {
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return mUserData;
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}
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// Attach user data to this body
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/**
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* @param userData A pointer to the user data you want to attach to the body
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*/
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inline void Body::setUserData(void* userData) {
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mUserData = userData;
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}
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// Smaller than operator
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inline bool Body::operator<(const Body& body2) const {
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return (mID < body2.mID);
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}
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// Larger than operator
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inline bool Body::operator>(const Body& body2) const {
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return (mID > body2.mID);
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}
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// Equal operator
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inline bool Body::operator==(const Body& body2) const {
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return (mID == body2.mID);
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}
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// Not equal operator
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inline bool Body::operator!=(const Body& body2) const {
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return (mID != body2.mID);
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}
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}
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#endif
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