// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - Physics 3D module" // For conditions of distribution and use, see copyright notice in Config.hpp #pragma once #ifndef NAZARA_RIGIDBODY3D_HPP #define NAZARA_RIGIDBODY3D_HPP #include #include #include #include #include #include #include class NewtonBody; namespace Nz { class PhysWorld3D; class NAZARA_PHYSICS3D_API RigidBody3D { public: RigidBody3D(PhysWorld3D* world, const Matrix4f& mat = Matrix4f::Identity()); RigidBody3D(PhysWorld3D* world, Collider3DRef geom, const Matrix4f& mat = Matrix4f::Identity()); RigidBody3D(const RigidBody3D& object); RigidBody3D(RigidBody3D&& object); ~RigidBody3D(); void AddForce(const Vector3f& force, CoordSys coordSys = CoordSys_Global); void AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys = CoordSys_Global); void AddTorque(const Vector3f& torque, CoordSys coordSys = CoordSys_Global); void EnableAutoSleep(bool autoSleep); void EnableSimulation(bool simulation); Boxf GetAABB() const; Vector3f GetAngularDamping() const; Vector3f GetAngularVelocity() const; const Collider3DRef& GetGeom() const; float GetGravityFactor() const; NewtonBody* GetHandle() const; float GetLinearDamping() const; Vector3f GetLinearVelocity() const; float GetMass() const; Vector3f GetMassCenter(CoordSys coordSys = CoordSys_Local) const; int GetMaterial() const; const Matrix4f& GetMatrix() const; Vector3f GetPosition() const; Quaternionf GetRotation() const; void* GetUserdata() const; PhysWorld3D* GetWorld() const; bool IsAutoSleepEnabled() const; bool IsMoveable() const; bool IsSimulationEnabled() const; bool IsSleeping() const; void SetAngularDamping(const Vector3f& angularDamping); void SetAngularVelocity(const Vector3f& angularVelocity); void SetGeom(Collider3DRef geom); void SetGravityFactor(float gravityFactor); void SetLinearDamping(float damping); void SetLinearVelocity(const Vector3f& velocity); void SetMass(float mass); void SetMassCenter(const Vector3f& center); void SetMaterial(const String& materialName); void SetMaterial(int materialIndex); void SetPosition(const Vector3f& position); void SetRotation(const Quaternionf& rotation); void SetUserdata(void* ud); RigidBody3D& operator=(const RigidBody3D& object); RigidBody3D& operator=(RigidBody3D&& object); private: void UpdateBody(); static void ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex); static void TransformCallback(const NewtonBody* body, const float* matrix, int threadIndex); Collider3DRef m_geom; Matrix4f m_matrix; Vector3f m_forceAccumulator; Vector3f m_torqueAccumulator; NewtonBody* m_body; PhysWorld3D* m_world; void* m_userdata; float m_gravityFactor; float m_mass; }; } #endif // NAZARA_RIGIDBODY3D_HPP