6e8fbca745
match the genesis editor version 1.3.0.653.
119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
/****************************************************************************
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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 __PHYSICSBODY_COMPONENT_H__
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#define __PHYSICSBODY_COMPONENT_H__
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#include "appframework/component.h"
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#include "resource/physxmaterialres.h"
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#include "physicsCore/PhysicsEntity.h"
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#include "physicsCore/PhysicsDeclaration.h"
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#include "core/ptr.h"
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#include "util/array.h"
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using namespace physx;
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namespace App
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{
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class PhysicsShape;
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class PhysicsBodyComponent : public App::Component
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{
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__DeclareSubClass( PhysicsBodyComponent , App::Component );
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public:
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PhysicsBodyComponent();
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virtual ~PhysicsBodyComponent();
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/// @Component::SetupCallbacks setup callbacks for this component, call by Actor in OnActivate()
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virtual void SetupCallbacks();
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public:
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/// @Component::OnActivate called from Actor::ActivateComponents()
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virtual void OnActivate();
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virtual void OnDeactivate();
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/// @Component::SetupAcceptedMessages override to register accepted messages
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virtual void SetupAcceptedMessages();
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/// @Component::SetupAcceptedMessages handle a single message
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virtual void HandleMessage(const GPtr<Messaging::Message>& msg);
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virtual void _OnBeginFrame();
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virtual void _OnFrame();
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virtual void _OnMoveAfter();
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public:
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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virtual Version GetVersion() const;
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// @ISerialization::Load
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virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args );
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// @ISerialization::Save
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virtual void Save( AppWriter* pWriter ) const;
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// copy from other component
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virtual void CopyFrom( const GPtr<Component>& pComponent );
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virtual void SetupAllResource();
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virtual bool IsAllResourceLoaded();
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virtual void GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const;
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void EnablePhysicsSimulate(bool enable);
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GPtr<PhysicsEntity> CreateEntity(PhysicsType type = PHYSICSDYNAMIC);
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GPtr<PhysicsEntity> GetEntity() { return m_pPhysXActor; }
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void SetEntity(GPtr<PhysicsEntity>& enty);
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inline uint GetEntityType();
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private:
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GPtr<PhysicsEntity> m_pPhysXActor;
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private:
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bool m_enableSimulate;
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bool m_enableSimulateSwitch;
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};
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inline uint PhysicsBodyComponent::GetEntityType()
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{
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if ( m_pPhysXActor.isvalid() )
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{
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return m_pPhysXActor->GetType();
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}
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return (uint)PHYSICSNONE;
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}
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inline void PhysicsBodyComponent::EnablePhysicsSimulate(bool enable)
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{
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m_enableSimulateSwitch = true;
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m_enableSimulate = enable;
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}
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}
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#endif
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