reactphysics3d/src/body/Body.h

242 lines
7.5 KiB
C++

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