186 lines
8.3 KiB
C
186 lines
8.3 KiB
C
|
/********************************************************************************
|
||
|
* 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
|