NazaraEngine/include/Nazara/Physics3D/RigidBody3D.hpp

163 lines
5.1 KiB
C++

// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Export.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_RIGIDBODY3D_HPP
#define NAZARA_PHYSICS3D_RIGIDBODY3D_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <Nazara/Core/Enums.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Physics3D/Collider3D.hpp>
#include <Nazara/Physics3D/Export.hpp>
#include <Nazara/Physics3D/PhysBody3D.hpp>
#include <NazaraUtils/MovablePtr.hpp>
namespace JPH
{
class Body;
class BodyCreationSettings;
}
namespace Nz
{
class PhysWorld3D;
class NAZARA_PHYSICS3D_API RigidBody3D : public PhysBody3D
{
public:
struct DynamicSettings;
struct StaticSettings;
inline RigidBody3D(PhysWorld3D& world, const DynamicSettings& settings);
inline RigidBody3D(PhysWorld3D& world, const StaticSettings& settings);
RigidBody3D(const RigidBody3D& object) = delete;
RigidBody3D(RigidBody3D&& object) noexcept;
~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);
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<Collider3D>& 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 PhysWorld3D& 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<Collider3D> 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();
RigidBody3D& operator=(const RigidBody3D& object) = delete;
RigidBody3D& operator=(RigidBody3D&& object) noexcept;
struct CommonSettings
{
std::shared_ptr<Collider3D> 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<Collider3D> collider, float mass_) :
mass(mass_)
{
geom = std::move(collider);
}
// Default values from Jolt
PhysMotionQuality3D motionQuality = PhysMotionQuality3D::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<Collider3D> collider)
{
geom = std::move(collider);
}
};
protected:
RigidBody3D() = default;
void Create(PhysWorld3D& world, const DynamicSettings& settings);
void Create(PhysWorld3D& 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<Collider3D> m_geom;
MovablePtr<JPH::Body> m_body;
MovablePtr<PhysWorld3D> m_world;
UInt32 m_bodyIndex;
bool m_isSimulationEnabled;
bool m_isTrigger;
};
}
#include <Nazara/Physics3D/RigidBody3D.inl>
#endif // NAZARA_PHYSICS3D_RIGIDBODY3D_HPP