reactphysics3d/src/body/CollisionBody.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
* *
* 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_COLLISION_BODY_H
#define REACTPHYSICS3D_COLLISION_BODY_H
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// Libraries
#include <stdexcept>
#include <cassert>
#include "Body.h"
#include "../mathematics/Transform.h"
#include "../collision/shapes/AABB.h"
#include "../collision/shapes/CollisionShape.h"
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#include "../memory/MemoryAllocator.h"
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#include "../configuration.h"
/// Namespace reactphysics3d
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namespace reactphysics3d {
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// Class declarations
struct ContactManifoldListElement;
// Class CollisionBody
/**
* This class represents a body that is able to collide with others
* bodies. This class inherits from the Body class.
*/
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class CollisionBody : public Body {
protected :
// -------------------- Attributes -------------------- //
/// Collision shape of the body
CollisionShape* mCollisionShape;
/// Position and orientation of the body
Transform mTransform;
/// Last position and orientation of the body
Transform mOldTransform;
/// Interpolation factor used for the state interpolation
decimal mInterpolationFactor;
/// True if the body is able to move
bool mIsMotionEnabled;
/// True if the body can collide with others bodies
bool mIsCollisionEnabled;
/// AABB for Broad-Phase collision detection
AABB mAabb;
/// True if the body has moved during the last frame
bool mHasMoved;
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/// First element of the linked list of contact manifolds involving this body
ContactManifoldListElement* mContactManifoldsList;
// -------------------- Methods -------------------- //
/// Private copy-constructor
CollisionBody(const CollisionBody& body);
/// Private assignment operator
CollisionBody& operator=(const CollisionBody& body);
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/// Reset the contact manifold lists
void resetContactManifoldsList(MemoryAllocator& memoryAllocator);
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public :
// -------------------- Methods -------------------- //
/// Constructor
CollisionBody(const Transform& transform, CollisionShape* collisionShape, bodyindex id);
/// Destructor
virtual ~CollisionBody();
/// Return true if the body has moved during the last frame
bool getHasMoved() const;
/// Set the hasMoved variable (true if the body has moved during the last frame)
void setHasMoved(bool hasMoved);
/// Return the collision shape
CollisionShape* getCollisionShape() const;
/// Set the collision shape
void setCollisionShape(CollisionShape* collisionShape);
/// Return the current position and orientation
const Transform& getTransform() const;
/// Set the current position and orientation
void setTransform(const Transform& transform);
/// Return the AAABB of the body
const AABB& getAABB() const;
/// Return the interpolated transform for rendering
Transform getInterpolatedTransform() const;
/// Set the interpolation factor of the body
void setInterpolationFactor(decimal factor);
/// Return if the rigid body can move
bool getIsMotionEnabled() const;
/// Set the value to true if the body can move
void setIsMotionEnabled(bool isMotionEnabled);
/// Return true if the body can collide with others bodies
bool getIsCollisionEnabled() const;
/// Set the isCollisionEnabled value
void setIsCollisionEnabled(bool isCollisionEnabled);
/// Update the old transform with the current one.
void updateOldTransform();
/// Update the Axis-Aligned Bounding Box coordinates
void updateAABB();
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/// Return the first element of the linked list of contact manifolds involving this body
const ContactManifoldListElement* getContactManifoldsLists() const;
// -------------------- Friendship -------------------- //
friend class DynamicsWorld;
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};
// Return true if the body has moved during the last frame
inline bool CollisionBody::getHasMoved() const {
return mHasMoved;
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}
// Set the hasMoved variable (true if the body has moved during the last frame)
inline void CollisionBody::setHasMoved(bool hasMoved) {
mHasMoved = hasMoved;
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}
// Return the collision shape
inline CollisionShape* CollisionBody::getCollisionShape() const {
assert(mCollisionShape);
return mCollisionShape;
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}
// Set the collision shape
inline void CollisionBody::setCollisionShape(CollisionShape* collisionShape) {
assert(collisionShape);
mCollisionShape = collisionShape;
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}
// Return the interpolated transform for rendering
inline Transform CollisionBody::getInterpolatedTransform() const {
return Transform::interpolateTransforms(mOldTransform, mTransform, mInterpolationFactor);
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}
// Set the interpolation factor of the body
inline void CollisionBody::setInterpolationFactor(decimal factor) {
// Set the factor
mInterpolationFactor = factor;
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}
// Return if the rigid body can move
inline bool CollisionBody::getIsMotionEnabled() const {
return mIsMotionEnabled;
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}
// Set the value to true if the body can move
inline void CollisionBody::setIsMotionEnabled(bool isMotionEnabled) {
mIsMotionEnabled = isMotionEnabled;
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}
// Return the current position and orientation
inline const Transform& CollisionBody::getTransform() const {
return mTransform;
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}
// Set the current position and orientation
inline void CollisionBody::setTransform(const Transform& transform) {
// Check if the body has moved
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if (mTransform != transform) {
mHasMoved = true;
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}
mTransform = transform;
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}
// Return the AAABB of the body
inline const AABB& CollisionBody::getAABB() const {
return mAabb;
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}
// Return true if the body can collide with others bodies
inline bool CollisionBody::getIsCollisionEnabled() const {
return mIsCollisionEnabled;
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}
// Set the isCollisionEnabled value
inline void CollisionBody::setIsCollisionEnabled(bool isCollisionEnabled) {
mIsCollisionEnabled = isCollisionEnabled;
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}
// Update the old transform with the current one.
/// This is used to compute the interpolated position and orientation of the body
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inline void CollisionBody::updateOldTransform() {
mOldTransform = mTransform;
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}
// Update the rigid body in order to reflect a change in the body state
inline void CollisionBody::updateAABB() {
// Update the AABB
mCollisionShape->updateAABB(mAabb, mTransform);
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}
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// Return the first element of the linked list of contact manifolds involving this body
inline const ContactManifoldListElement* CollisionBody::getContactManifoldsLists() const {
return mContactManifoldsList;
}
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}
#endif