163 lines
5.3 KiB
C++
163 lines
5.3 KiB
C++
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
|
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
|
|
|
#pragma once
|
|
|
|
#ifndef NAZARA_JOLTPHYSICS3D_JOLTRIGIDBODY3D_HPP
|
|
#define NAZARA_JOLTPHYSICS3D_JOLTRIGIDBODY3D_HPP
|
|
|
|
#include <NazaraUtils/Prerequisites.hpp>
|
|
#include <Nazara/Core/Enums.hpp>
|
|
#include <Nazara/JoltPhysics3D/Config.hpp>
|
|
#include <Nazara/JoltPhysics3D/JoltAbstractBody.hpp>
|
|
#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
|
|
#include <Nazara/Math/Matrix4.hpp>
|
|
#include <Nazara/Math/Quaternion.hpp>
|
|
#include <Nazara/Math/Vector3.hpp>
|
|
#include <NazaraUtils/MovablePtr.hpp>
|
|
|
|
namespace JPH
|
|
{
|
|
class Body;
|
|
class BodyCreationSettings;
|
|
}
|
|
|
|
namespace Nz
|
|
{
|
|
class JoltPhysWorld3D;
|
|
|
|
class NAZARA_JOLTPHYSICS3D_API JoltRigidBody3D : public JoltAbstractBody
|
|
{
|
|
public:
|
|
struct DynamicSettings;
|
|
struct StaticSettings;
|
|
|
|
inline JoltRigidBody3D(JoltPhysWorld3D& world, const DynamicSettings& settings);
|
|
inline JoltRigidBody3D(JoltPhysWorld3D& world, const StaticSettings& settings);
|
|
JoltRigidBody3D(const JoltRigidBody3D& object) = delete;
|
|
JoltRigidBody3D(JoltRigidBody3D&& object) noexcept;
|
|
~JoltRigidBody3D();
|
|
|
|
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 DisableSimulation();
|
|
inline void DisableSleeping();
|
|
void EnableSimulation(bool enable);
|
|
void EnableSleeping(bool enable);
|
|
|
|
void FallAsleep();
|
|
|
|
Boxf GetAABB() const;
|
|
float GetAngularDamping() const;
|
|
Vector3f GetAngularVelocity() const;
|
|
inline JPH::Body* GetBody();
|
|
inline const JPH::Body* GetBody() const;
|
|
UInt32 GetBodyIndex() const override;
|
|
inline const std::shared_ptr<JoltCollider3D>& GetGeom() const;
|
|
float GetLinearDamping() const;
|
|
Vector3f GetLinearVelocity() const;
|
|
float GetMass() const;
|
|
Matrix4f GetMatrix() const;
|
|
Vector3f GetPosition() const;
|
|
std::pair<Vector3f, Quaternionf> GetPositionAndRotation() const;
|
|
Quaternionf GetRotation() const;
|
|
inline JoltPhysWorld3D& GetWorld() const;
|
|
|
|
inline bool IsSimulationEnabled() const;
|
|
bool IsSleeping() const;
|
|
bool IsSleepingEnabled() const;
|
|
bool IsStatic() const;
|
|
|
|
void SetAngularDamping(float angularDamping);
|
|
void SetAngularVelocity(const Vector3f& angularVelocity);
|
|
void SetGeom(std::shared_ptr<JoltCollider3D> geom, bool recomputeInertia = true);
|
|
void SetLinearDamping(float damping);
|
|
void SetLinearVelocity(const Vector3f& velocity);
|
|
void SetMass(float mass, bool recomputeInertia = true);
|
|
void SetPosition(const Vector3f& position);
|
|
void SetRotation(const Quaternionf& rotation);
|
|
|
|
void TeleportTo(const Vector3f& position, 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();
|
|
|
|
JoltRigidBody3D& operator=(const JoltRigidBody3D& object) = delete;
|
|
JoltRigidBody3D& operator=(JoltRigidBody3D&& object) noexcept;
|
|
|
|
struct CommonSettings
|
|
{
|
|
std::shared_ptr<JoltCollider3D> geom;
|
|
Quaternionf rotation = Quaternionf::Identity();
|
|
Vector3f position = Vector3f::Zero();
|
|
bool initiallySleeping = false;
|
|
bool isSimulationEnabled = true;
|
|
bool isTrigger = false;
|
|
};
|
|
|
|
struct DynamicSettings : CommonSettings
|
|
{
|
|
DynamicSettings() = default;
|
|
DynamicSettings(std::shared_ptr<JoltCollider3D> collider, float mass_) :
|
|
mass(mass_)
|
|
{
|
|
geom = std::move(collider);
|
|
}
|
|
|
|
// Default values from Jolt
|
|
JoltMotionQuality motionQuality = JoltMotionQuality::Discrete;
|
|
Vector3f angularVelocity = Vector3f::Zero();
|
|
Vector3f linearVelocity = Vector3f::Zero();
|
|
bool allowSleeping = true;
|
|
float angularDamping = 0.05f;
|
|
float friction = 0.2f;
|
|
float gravityFactor = 1.f;
|
|
float linearDamping = 0.05f;
|
|
float mass = 1.f;
|
|
float maxAngularVelocity = 0.25f * Pi<float> * 60.f;
|
|
float maxLinearVelocity = 500.f;
|
|
float restitution = 0.f;
|
|
};
|
|
|
|
struct StaticSettings : CommonSettings
|
|
{
|
|
StaticSettings() = default;
|
|
StaticSettings(std::shared_ptr<JoltCollider3D> collider)
|
|
{
|
|
geom = std::move(collider);
|
|
}
|
|
};
|
|
|
|
protected:
|
|
JoltRigidBody3D() = default;
|
|
void Create(JoltPhysWorld3D& world, const DynamicSettings& settings);
|
|
void Create(JoltPhysWorld3D& world, const StaticSettings& settings);
|
|
void Destroy(bool worldDestruction = false);
|
|
|
|
private:
|
|
void BuildSettings(const CommonSettings& settings, JPH::BodyCreationSettings& creationSettings);
|
|
void BuildSettings(const DynamicSettings& settings, JPH::BodyCreationSettings& creationSettings);
|
|
void BuildSettings(const StaticSettings& settings, JPH::BodyCreationSettings& creationSettings);
|
|
|
|
bool ShouldActivate() const;
|
|
|
|
std::shared_ptr<JoltCollider3D> m_geom;
|
|
MovablePtr<JPH::Body> m_body;
|
|
MovablePtr<JoltPhysWorld3D> m_world;
|
|
UInt32 m_bodyIndex;
|
|
bool m_isSimulationEnabled;
|
|
bool m_isTrigger;
|
|
};
|
|
}
|
|
|
|
#include <Nazara/JoltPhysics3D/JoltRigidBody3D.inl>
|
|
|
|
#endif // NAZARA_JOLTPHYSICS3D_JOLTRIGIDBODY3D_HPP
|