ephysics/tools/testbed/common/PhysicsObject.h

100 lines
3.3 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.ephysics.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef PHYSICSOBJECT_H
#define PHYSICSOBJECT_H
// Libraries
#include <ephysics/openglframework.hpp>
#include <ephysics/ephysics.hpp>
// Class PhysicsObject
class PhysicsObject {
protected:
/// Body used to simulate the dynamics of the box
ephysics::CollisionBody* m_body;
/// Previous transform of the body (for int32_terpolation)
ephysics::etk::Transform3D mPreviousTransform;
/// Main color of the box
openglframework::Color mColor;
/// Sleeping color
openglframework::Color mSleepingColor;
// Compute the new transform matrix
openglframework::Matrix4 computeetk::Transform3D(float int32_terpolationFactor,
const openglframework::Matrix4 &scalingMatrix);
public:
/// Constructor
PhysicsObject();
/// Update the transform matrix of the object
virtual void updateetk::Transform3D(float int32_terpolationFactor)=0;
/// Set the color of the box
void setColor(const openglframework::Color& color);
/// Set the sleeping color of the box
void setSleepingColor(const openglframework::Color& color);
/// Return a pointer to the collision body of the box
ephysics::CollisionBody* getCollisionBody();
/// Return a pointer to the rigid body of the box
ephysics::RigidBody* getRigidBody();
/// Set the scaling of the object
virtual void setScaling(const openglframework::vec3& scaling)=0;
};
// Set the color of the box
inline void PhysicsObject::setColor(const openglframework::Color& color) {
mColor = color;
}
// Set the sleeping color of the box
inline void PhysicsObject::setSleepingColor(const openglframework::Color& color) {
mSleepingColor = color;
}
// Return a pointer to the collision body of the box
inline ephysics::CollisionBody* PhysicsObject::getCollisionBody() {
return m_body;
}
// Return a pointer to the rigid body of the box (NULL if it's not a rigid body)
inline ephysics::RigidBody* PhysicsObject::getRigidBody() {
return dynamic_cast<ephysics::RigidBody*>(m_body);
}
#endif