📄 oasisphysics.h
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/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisPhysics.h
* DESCRIPTION : Physics instance
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __PHYSICS_H__
#define __PHYSICS_H__
/// Include common stuff
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisPoolable.h"
#include "oasisVector3.h"
#include "oasisIterators.h"
/// Foward declare ode stuff
class dBody;
struct dxGeom;
namespace Oasis {
/// Physics object based on a template
class _oasisExport physics : public poolable {
/// Physics system needs access to private functions
friend class physicsSystem;
/// Physicals need to be able to set our position and orientation
friend class physical;
/// Joints need access to the ODE body
friend class joint;
public:
/// Inifinte friction
static const real infiniteFriction;
/// Constructor
physics( );
/// Destructor
virtual ~physics( );
/// List of collision proxies
typedef std::list< proxy* > proxyList;
/// Iterator for collision proxies
typedef vectorIterator< proxyList > proxyIterator;
/// Force a proxy update
void updateProxies( void );
/// Set the enabled status of the dynamics
void setDynamicsEnabled( bool newState, bool newReenable = true );
/// Get the status of the reenable flag
const bool getDynamicsReenabled( void ) const;
/// Get the status of dynamics
const bool getDynamicsEnabled( void ) const;
/// Set the enabled status of collision
void setCollisionEnabled( bool newState );
/// Get the status of collision
const bool getCollisionEnabled( void ) const;
/// Get the mass for this physics
mass *getMass( void ) const;
/// Add a box proxy
boxProxy *addBoxProxy( real width, real height, real depth );
/// Add a sphere proxy
sphereProxy *addSphereProxy( real radius );
/// Add a capped cylinder proxy
ccylinderProxy *addCCylinderProxy( real radius, real length );
/// Remove a proxy
void removeProxy( uint8 index );
/// Remove a proxy
void removeProxy( proxy *oldProxy );
/// Remove all proxies from the physics
void removeAllProxies( void );
/// Get the collision proxy iterator
proxyIterator getProxyIterator( void );
/// Set the softness
void setSoftness( const real newSoftness );
/// Get the softness
const real getSoftness( void ) const;
/// Set the friction
void setFriction( const real newFriction );
/// Get the friction
const real getFriction( void ) const;
/// Set whether to use gravity
void setGravity( bool newState );
/// Get gravity usage
const bool getGravity( void ) const;
/// Set the bounciness
void setBounce( const real coEff, const real velThresh );
/// Get the bounce co-efficient
const real getBounceCoEff( void ) const;
/// Get the bounce velocity threshold
const real getBounceVelThreshold( void ) const;
/// Set the linear velocity
void setLinearVelocity( real x, real y, real z );
/// Set the linear velocity
void setLinearVelocity( const vector3 &velocity );
/// Get the linear velocity
const vector3 &getLinearVelocity( void ) const;
/// Set the angular velocity
void setAngularVelocity( real x, real y, real z );
/// Set the angular velocity
void setAngularVelocity( const vector3 &velocity );
/// Get the angular velocity
const vector3 &getAngularVelocity( void ) const;
/// Add a force to the object
void addForce( real x, real y, real z,
real rx = 0, real ry = 0, real rz = 0 );
/// Add a force in world space
void addForceWorld( real x, real y, real z, real rx, real ry, real rz );
/// Add a force to the object
void addForce( const vector3 &force,
const vector3 &position = vector3::ZERO );
/// Add a force in world space
void addForceWorld( const vector3 &force, const vector3 &worldPos );
/// Add torque to the object
void addTorque( real x, real y, real z );
/// Add torque in world space
void addTorqueWorld( real x, real y, real z );
/// Add torque to the object
void addTorque( const vector3 &torque );
/// Add torque in world space
void addTorqueWorld( const vector3 &torque );
protected:
/// The physics body
dBody *body;
/// The mass for this physical
mass *usedMass;
/// Collision proxies attached to this physical
proxyList proxies;
/// Enabled state of dynamics
bool dynamicsEnabled;
/// Auto-renable dynamics
bool reenableDynamics;
/// Enabled state of collision
bool collisionEnabled;
/// Gravity usage
bool useGravity;
/// Disable time counter
real disableTimer;
/// Softness of physics
real softness;
/// Friction of physics
real friction;
/// Bounce co-efficient restitution
real bounceCoeffRest;
/// Bounce velocity threshold
real bounceVelThreshold;
/// The physical object this physics might be driving
physical *drivingPhysical;
/// Set position for this object
void setPosition( const vector3 &newPosition );
/// Set orientation for this object
void setOrientation( const quaternion &newOrientation );
/// Set the physical object to control
void setPhysical( physical *newPhysical );
/// Get the ODE body for this physics
dBody *getODEBody( void ) const;
/// Sets up the sound for a specific template
void setup( resource *parent );
/// Clear the physics, ready for repooling
void clear( void );
/// Update this physics
void updateDynamics( real time );
/// Do proper collision test between this and another physics
void testCollision( physics *other, dxGeom *one, dxGeom *two );
};
};
#endif
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