NazaraEngine/include/Nazara/BulletPhysics3D/BulletRigidBody3D.hpp

97 lines
3.3 KiB
C++

// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - BulletPhysics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_BULLETPHYSICS3D_BULLETRIGIDBODY3D_HPP
#define NAZARA_BULLETPHYSICS3D_BULLETRIGIDBODY3D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/BulletPhysics3D/BulletCollider3D.hpp>
#include <Nazara/BulletPhysics3D/Config.hpp>
#include <Nazara/Core/Enums.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <NazaraUtils/MovablePtr.hpp>
class btRigidBody;
namespace Nz
{
class BulletPhysWorld3D;
class NAZARA_BULLETPHYSICS3D_API BulletRigidBody3D
{
public:
BulletRigidBody3D(BulletPhysWorld3D* world, const Matrix4f& mat = Matrix4f::Identity());
BulletRigidBody3D(BulletPhysWorld3D* world, std::shared_ptr<BulletCollider3D> geom, const Matrix4f& mat = Matrix4f::Identity());
BulletRigidBody3D(const BulletRigidBody3D& object) = delete;
BulletRigidBody3D(BulletRigidBody3D&& object) noexcept;
~BulletRigidBody3D();
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);
inline void DisableSleeping();
void EnableSleeping(bool enable);
void FallAsleep();
Boxf GetAABB() const;
float GetAngularDamping() const;
Vector3f GetAngularVelocity() const;
inline const std::shared_ptr<BulletCollider3D>& GetGeom() const;
float GetLinearDamping() const;
Vector3f GetLinearVelocity() const;
float GetMass() const;
Vector3f GetMassCenter(CoordSys coordSys = CoordSys::Local) const;
Matrix4f GetMatrix() const;
Vector3f GetPosition() const;
inline btRigidBody* GetRigidBody() const;
Quaternionf GetRotation() const;
inline std::size_t GetUniqueIndex() const;
inline BulletPhysWorld3D* GetWorld() const;
bool IsSimulationEnabled() const;
bool IsSleeping() const;
bool IsSleepingEnabled() const;
void SetAngularDamping(float angularDamping);
void SetAngularVelocity(const Vector3f& angularVelocity);
void SetGeom(std::shared_ptr<BulletCollider3D> geom, bool recomputeInertia = true);
void SetLinearDamping(float damping);
void SetLinearVelocity(const Vector3f& velocity);
void SetMass(float mass);
void SetMassCenter(const Vector3f& center);
void SetPosition(const Vector3f& position);
void SetPositionAndRotation(const Vector3f& position, const Quaternionf& rotation);
void SetRotation(const Quaternionf& rotation);
Quaternionf ToLocal(const Quaternionf& worldRotation);
Vector3f ToLocal(const Vector3f& worldPosition);
Quaternionf ToWorld(const Quaternionf& localRotation);
Vector3f ToWorld(const Vector3f& localPosition);
void WakeUp();
BulletRigidBody3D& operator=(const BulletRigidBody3D& object) = delete;
BulletRigidBody3D& operator=(BulletRigidBody3D&& object) noexcept;
protected:
void Destroy();
private:
std::shared_ptr<BulletCollider3D> m_geom;
std::size_t m_bodyPoolIndex;
btRigidBody* m_body;
BulletPhysWorld3D* m_world;
};
}
#include <Nazara/BulletPhysics3D/BulletRigidBody3D.inl>
#endif // NAZARA_BULLETPHYSICS3D_BULLETRIGIDBODY3D_HPP