reactphysics3d/src/body/CollisionBody.h

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2012-09-18 20:09:49 +00:00
/********************************************************************************
* 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 COLLISION_BODY_H
#define COLLISION_BODY_H
// Libraries
#include <stdexcept>
#include <cassert>
#include "Body.h"
#include "../mathematics/Transform.h"
#include "../collision/shapes/AABB.h"
#include "../collision/shapes/CollisionShape.h"
#include "../configuration.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class CollisionBody :
This class represents a body that is able to collide with others
bodies. This class inherits from the Body class.
-------------------------------------------------------------------
*/
class CollisionBody : public Body {
protected :
CollisionShape* collisionShape; // Collision shape 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
bool hasMoved; // True if the body has moved during the last frame
public :
CollisionBody(const Transform& transform, CollisionShape* collisionShape, bodyindex id); // Constructor
virtual ~CollisionBody(); // Destructor
bool getHasMoved() const; // Return true if the body has moved during the last frame
void setHasMoved(bool hasMoved); // Set the hasMoved variable (true if the body has moved during the last frame)
CollisionShape* getCollisionShape() const; // Return the collision shape
void setCollisionShape(CollisionShape* collisionShape); // Set the collision shape
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 true if the body has moved during the last frame
inline bool CollisionBody::getHasMoved() const {
return hasMoved;
}
// Set the hasMoved variable (true if the body has moved during the last frame)
inline void CollisionBody::setHasMoved(bool hasMoved) {
this->hasMoved = hasMoved;
}
// Return the collision shape
inline CollisionShape* CollisionBody::getCollisionShape() const {
assert(collisionShape);
return collisionShape;
}
// Set the collision shape
inline void CollisionBody::setCollisionShape(CollisionShape* collisionShape) {
assert(collisionShape);
this->collisionShape = collisionShape;
}
// Return true if the body is active
inline bool CollisionBody::getIsActive() const {
return isActive;
}
// Set the isActive variable
inline void CollisionBody::setIsActive(bool isActive) {
this->isActive = isActive;
}
// Return the interpolated transform for rendering
inline Transform CollisionBody::getInterpolatedTransform() const {
return Transform::interpolateTransforms(oldTransform, transform, interpolationFactor);
}
// Set the interpolation factor of the body
inline void CollisionBody::setInterpolationFactor(decimal factor) {
// Set the factor
interpolationFactor = factor;
}
// Return if the rigid body can move
inline bool CollisionBody::getIsMotionEnabled() const {
return isMotionEnabled;
}
// Set the value to true if the body can move
inline void CollisionBody::setIsMotionEnabled(bool isMotionEnabled) {
this->isMotionEnabled = isMotionEnabled;
}
// Return the current position and orientation
inline const Transform& CollisionBody::getTransform() const {
return transform;
}
// Set the current position and orientation
inline void CollisionBody::setTransform(const Transform& transform) {
// Check if the body has moved
if (this->transform != transform) {
hasMoved = true;
}
this->transform = transform;
}
// Return the AAABB of the body
inline const AABB* CollisionBody::getAABB() const {
return aabb;
}
// Return true if the body can collide with others bodies
inline bool CollisionBody::getIsCollisionEnabled() const {
return isCollisionEnabled;
}
// Set the isCollisionEnabled value
inline void CollisionBody::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 CollisionBody::updateOldTransform() {
oldTransform = transform;
}
// Update the rigid body in order to reflect a change in the body state
inline void CollisionBody::updateAABB() {
// TODO : An AABB should not be updated every frame but only if the body has moved
// Update the AABB
aabb->update(transform, collisionShape->getLocalExtents(OBJECT_MARGIN));
}
}
#endif