Rename ChipmunkPhysics2D and JoltPhysics3D to Physics[2D|3D]
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include/Nazara/Physics3D/PhysCharacter3D.hpp
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113
include/Nazara/Physics3D/PhysCharacter3D.hpp
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// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Physics3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_PHYSICS3D_PHYSCHARACTER3D_HPP
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#define NAZARA_PHYSICS3D_PHYSCHARACTER3D_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Math/Quaternion.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Physics3D/Config.hpp>
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#include <Nazara/Physics3D/Physics3DBody.hpp>
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#include <Nazara/Physics3D/Physiscs3DStepListener.hpp>
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#include <NazaraUtils/MovablePtr.hpp>
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#include <memory>
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namespace JPH
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{
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class Character;
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class Body;
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}
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namespace Nz
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{
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class PhysCharacter3DImpl;
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class Collider3D;
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class PhysWorld3D;
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class NAZARA_PHYSICS3D_API PhysCharacter3D : public Physics3DBody, public Physiscs3DStepListener
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{
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friend PhysWorld3D;
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public:
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struct Settings;
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PhysCharacter3D(PhysWorld3D& physWorld, const Settings& settings);
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PhysCharacter3D(const PhysCharacter3D&) = delete;
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PhysCharacter3D(PhysCharacter3D&& character) noexcept;
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~PhysCharacter3D();
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inline void DisableSleeping();
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void EnableSleeping(bool enable);
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UInt32 GetBodyIndex() const override;
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inline const std::shared_ptr<Collider3D>& GetCollider() const;
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Vector3f GetLinearVelocity() const;
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inline PhysWorld3D& GetPhysWorld();
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inline const PhysWorld3D& GetPhysWorld() const;
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Vector3f GetPosition() const;
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std::pair<Vector3f, Quaternionf> GetPositionAndRotation() const;
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Quaternionf GetRotation() const;
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Vector3f GetUp() const;
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bool IsOnGround() const;
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void SetFriction(float friction);
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inline void SetImpl(std::shared_ptr<PhysCharacter3DImpl> characterImpl);
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void SetLinearVelocity(const Vector3f& linearVel);
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void SetRotation(const Quaternionf& rotation);
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void SetUp(const Vector3f& up);
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void TeleportTo(const Vector3f& position, const Quaternionf& rotation);
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void WakeUp();
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PhysCharacter3D& operator=(const PhysCharacter3D&) = delete;
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PhysCharacter3D& operator=(PhysCharacter3D&& character) noexcept;
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struct Settings
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{
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std::shared_ptr<Collider3D> collider;
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Quaternionf rotation = Quaternionf::Identity();
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Vector3f position = Vector3f::Zero();
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};
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protected:
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PhysCharacter3D();
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void Create(PhysWorld3D& physWorld, const Settings& settings);
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void Destroy();
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private:
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void PostSimulate(float elapsedTime) override;
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void PreSimulate(float elapsedTime) override;
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std::shared_ptr<PhysCharacter3DImpl> m_impl;
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std::shared_ptr<Collider3D> m_collider;
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std::unique_ptr<JPH::Character> m_character;
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MovablePtr<PhysWorld3D> m_world;
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UInt32 m_bodyIndex;
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};
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class NAZARA_PHYSICS3D_API PhysCharacter3DImpl
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{
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public:
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PhysCharacter3DImpl() = default;
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PhysCharacter3DImpl(const PhysCharacter3DImpl&) = delete;
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PhysCharacter3DImpl(PhysCharacter3DImpl&&) = delete;
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virtual ~PhysCharacter3DImpl();
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virtual void PostSimulate(PhysCharacter3D& character, float elapsedTime);
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virtual void PreSimulate(PhysCharacter3D& character, float elapsedTime);
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PhysCharacter3DImpl& operator=(const PhysCharacter3DImpl&) = delete;
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PhysCharacter3DImpl& operator=(PhysCharacter3DImpl&&) = delete;
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};
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}
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#include <Nazara/Physics3D/PhysCharacter3D.inl>
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#endif // NAZARA_PHYSICS3D_PHYSCHARACTER3D_HPP
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