68 lines
2.3 KiB
C
68 lines
2.3 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __PHYSICSSTATIC_H__
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#define __PHYSICSSTATIC_H__
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#include "stdneb.h"
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#include "PhysicsEntity.h"
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#include "PhysicsDeclaration.h"
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namespace App
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{
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class PhysicsBodyComponent;
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using namespace physx;
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class PhysicsStatic : public PhysicsEntity
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{
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__DeclareSubClass(PhysicsStatic, PhysicsEntity)
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public:
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PhysicsStatic();
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virtual ~PhysicsStatic();
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public:
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bool OnCreate(GPtr<PhysicsBodyComponent> body);
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bool OnDestory();
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void OnShapeReBuild(PhysicsShape* shape);
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bool IsValid() { return m_pPxActor != NULL; }
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void Move(const Math::float3& dir);
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void MoveToPostion(const Math::float3& pos);
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void Rotate(const Math::quaternion& quat);
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void RotateToRotation(const Math::quaternion& quat);
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void Tick(float time);
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bool CopyFrom(GPtr<PhysicsEntity> src);
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PxRigidActor* GetRigidActor() { return (PxRigidActor*)m_pPxActor; }
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GPtr<PhysicsShape> ReplaceShape(PhyXShapeType type, int index);
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GPtr<PhysicsShape> RemoveShape(int index);
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bool ReplaceShape(GPtr<PhysicsShape> pShape, int index);
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private:
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PxRigidStatic* m_pPxActor;
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};
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}
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#endif
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