121 lines
4.2 KiB
C++
121 lines
4.2 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 __PHYSICSENTITY_H__
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#define __PHYSICSENTITY_H__
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#include "core/refcounted.h"
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#include "appframework/serialization.h"
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#include "appframework/actor.h"
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#include "PhysicsDeclaration.h"
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namespace App
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{
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using namespace physx;
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class PhysicsRoleHitReport
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{
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public:
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PhysicsRoleHitReport() {}
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virtual ~PhysicsRoleHitReport() {}
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virtual void onHitWithDynamic(GPtr<PhysicsEntity> other) = 0;
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virtual void onHitWithStatic(GPtr<PhysicsEntity> other) = 0;
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virtual void onHitWithRole(GPtr<PhysicsEntity> other) = 0;
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};
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class PhysicsShape;
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class PhysicsBodyComponent;
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class PhysicsEntity : public Core::RefCounted
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{
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__DeclareSubClass(PhysicsEntity, Core::RefCounted);
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public://construct
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PhysicsEntity();
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virtual ~PhysicsEntity();
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static GPtr<PhysicsEntity> Create(GPtr<PhysicsBodyComponent> body, PhysicsType type);
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virtual bool OnActivate();
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virtual bool OnDeactivate();
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virtual bool OnCreate(GPtr<PhysicsBodyComponent> body) {return false;}
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virtual bool OnDestory();
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virtual void OnShapeReBuild(PhysicsShape* shape){}// The call back when the shape is rebuilt
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virtual void OnScaleWithActor(){}
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virtual void Save(AppWriter* pSerialize);
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virtual void Load(Version ver, AppReader* pReader);
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void RegistHitCallBack(PhysicsRoleHitReport* report) { m_pCallBack = report; }
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void UnRegistHitCallBack() { m_pCallBack = NULL; }
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public:
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virtual GPtr<PhysicsShape> InsertShape(PhyXShapeType type, int index);
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virtual GPtr<PhysicsShape> ReplaceShape(PhyXShapeType type, int index);
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virtual GPtr<PhysicsShape> RemoveShape(int index);
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virtual GPtr<PhysicsShape> GetShape(int index);
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virtual bool InsertShape(GPtr<PhysicsShape> pShape, int index);
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virtual bool ReplaceShape(GPtr<PhysicsShape> pShape, int index);
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virtual bool RemoveShape(GPtr<PhysicsShape> pShape);
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int FindShape(GPtr<PhysicsShape> pShape);
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int GetShapeCount() { return m_arrPhysicsShapePtr.Size(); }
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const Util::Array< GPtr<PhysicsShape> >& GetShapes() { return m_arrPhysicsShapePtr; }
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public:
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uint GetType() { return m_eType; }
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void SetGroupID(uint layer);
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uint GetGroupID() { return m_eGroup; }
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bool IsActive() { return m_IsActive; }
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virtual bool IsValid() { return false; }
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virtual float GetMass() { return 0.f; }
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virtual void Move(const Math::float3& dir) {}
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virtual void MoveToPostion(const Math::float3& pos) {}
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virtual void Rotate(const Math::quaternion& quat) {}
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virtual void RotateToRotation(const Math::quaternion& quat) {}
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virtual void Tick(float time) {}
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virtual bool CopyFrom(GPtr<PhysicsEntity> src);
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public:
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virtual void UpdateEntityMass() {}
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virtual PxRigidActor* GetRigidActor() { return NULL; }
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PhysicsBodyComponent* GetBodyCom() { return m_pComponent; }
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static GPtr<PhysicsEntity> GetEntityInActor(Actor* pActor);
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protected:
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uint m_eType;
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bool m_IsActive;
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bool m_IsCopyed;
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uint m_eGroup;
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Util::Array< GPtr<PhysicsShape> > m_arrPhysicsShapePtr;
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PhysicsBodyComponent* m_pComponent;
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PhysicsRoleHitReport* m_pCallBack;
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};
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}
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#endif
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