genesis-3d_engine/Engine/app/physXfeature/physicsCore/PhysicsEntity.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

121 lines
4.2 KiB
C++

/****************************************************************************
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __PHYSICSENTITY_H__
#define __PHYSICSENTITY_H__
#include "core/refcounted.h"
#include "appframework/serialization.h"
#include "appframework/actor.h"
#include "PhysicsDeclaration.h"
namespace App
{
using namespace physx;
class PhysicsRoleHitReport
{
public:
PhysicsRoleHitReport() {}
virtual ~PhysicsRoleHitReport() {}
virtual void onHitWithDynamic(GPtr<PhysicsEntity> other) = 0;
virtual void onHitWithStatic(GPtr<PhysicsEntity> other) = 0;
virtual void onHitWithRole(GPtr<PhysicsEntity> other) = 0;
};
class PhysicsShape;
class PhysicsBodyComponent;
class PhysicsEntity : public Core::RefCounted
{
__DeclareSubClass(PhysicsEntity, Core::RefCounted);
public://construct
PhysicsEntity();
virtual ~PhysicsEntity();
static GPtr<PhysicsEntity> Create(GPtr<PhysicsBodyComponent> body, PhysicsType type);
virtual bool OnActivate();
virtual bool OnDeactivate();
virtual bool OnCreate(GPtr<PhysicsBodyComponent> body) {return false;}
virtual bool OnDestory();
virtual void OnShapeReBuild(PhysicsShape* shape){}// The call back when the shape is rebuilt
virtual void OnScaleWithActor(){}
virtual void Save(AppWriter* pSerialize);
virtual void Load(Version ver, AppReader* pReader);
void RegistHitCallBack(PhysicsRoleHitReport* report) { m_pCallBack = report; }
void UnRegistHitCallBack() { m_pCallBack = NULL; }
public:
virtual GPtr<PhysicsShape> InsertShape(PhyXShapeType type, int index);
virtual GPtr<PhysicsShape> ReplaceShape(PhyXShapeType type, int index);
virtual GPtr<PhysicsShape> RemoveShape(int index);
virtual GPtr<PhysicsShape> GetShape(int index);
virtual bool InsertShape(GPtr<PhysicsShape> pShape, int index);
virtual bool ReplaceShape(GPtr<PhysicsShape> pShape, int index);
virtual bool RemoveShape(GPtr<PhysicsShape> pShape);
int FindShape(GPtr<PhysicsShape> pShape);
int GetShapeCount() { return m_arrPhysicsShapePtr.Size(); }
const Util::Array< GPtr<PhysicsShape> >& GetShapes() { return m_arrPhysicsShapePtr; }
public:
uint GetType() { return m_eType; }
void SetGroupID(uint layer);
uint GetGroupID() { return m_eGroup; }
bool IsActive() { return m_IsActive; }
virtual bool IsValid() { return false; }
virtual float GetMass() { return 0.f; }
virtual void Move(const Math::float3& dir) {}
virtual void MoveToPostion(const Math::float3& pos) {}
virtual void Rotate(const Math::quaternion& quat) {}
virtual void RotateToRotation(const Math::quaternion& quat) {}
virtual void Tick(float time) {}
virtual bool CopyFrom(GPtr<PhysicsEntity> src);
public:
virtual void UpdateEntityMass() {}
virtual PxRigidActor* GetRigidActor() { return NULL; }
PhysicsBodyComponent* GetBodyCom() { return m_pComponent; }
static GPtr<PhysicsEntity> GetEntityInActor(Actor* pActor);
protected:
uint m_eType;
bool m_IsActive;
bool m_IsCopyed;
uint m_eGroup;
Util::Array< GPtr<PhysicsShape> > m_arrPhysicsShapePtr;
PhysicsBodyComponent* m_pComponent;
PhysicsRoleHitReport* m_pCallBack;
};
}
#endif