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81 lines
3.4 KiB
81 lines
3.4 KiB
/****************************************************************************
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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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 to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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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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#pragma once
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#include "core/scene-graph/Node.h"
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#include "math/Vec3.h"
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#include "physics/spec/ILifecycle.h"
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namespace cc {
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namespace physics {
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enum class ERigidBodyType : uint8_t {
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DYNAMIC = 1,
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STATIC = 2,
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KINEMATIC = 4,
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};
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class IRigidBody : public ILifecycle {
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public:
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~IRigidBody() override = default;
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virtual void initialize(Node *node, ERigidBodyType t, uint32_t g) = 0;
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virtual bool isAwake() = 0;
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virtual bool isSleepy() = 0;
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virtual bool isSleeping() = 0;
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virtual void setType(ERigidBodyType v) = 0;
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virtual void setMass(float v) = 0;
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virtual void setLinearDamping(float v) = 0;
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virtual void setAngularDamping(float v) = 0;
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virtual void useGravity(bool v) = 0;
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virtual void useCCD(bool v) = 0;
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virtual void setLinearFactor(float x, float y, float z) = 0;
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virtual void setAngularFactor(float x, float y, float z) = 0;
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virtual void setAllowSleep(bool v) = 0;
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virtual void wakeUp() = 0;
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virtual void sleep() = 0;
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virtual void clearState() = 0;
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virtual void clearForces() = 0;
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virtual void clearVelocity() = 0;
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virtual void setSleepThreshold(float v) = 0;
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virtual float getSleepThreshold() = 0;
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virtual cc::Vec3 getLinearVelocity() = 0;
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virtual void setLinearVelocity(float x, float y, float z) = 0;
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virtual cc::Vec3 getAngularVelocity() = 0;
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virtual void setAngularVelocity(float x, float y, float z) = 0;
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virtual void applyForce(float x, float y, float z, float rx, float ry, float rz) = 0;
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virtual void applyLocalForce(float x, float y, float z, float rx, float ry, float rz) = 0;
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virtual void applyImpulse(float x, float y, float z, float rx, float ry, float rz) = 0;
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virtual void applyLocalImpulse(float x, float y, float z, float rx, float ry, float rz) = 0;
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virtual void applyTorque(float x, float y, float z) = 0;
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virtual void applyLocalTorque(float x, float y, float z) = 0;
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virtual uint32_t getGroup() = 0;
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virtual void setGroup(uint32_t g) = 0;
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virtual uint32_t getMask() = 0;
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virtual void setMask(uint32_t m) = 0;
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virtual uint32_t getObjectID() const = 0;
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};
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} // namespace physics
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} // namespace cc
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