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o3de/Gems/PhysX/Code/Source/RigidBody.h

131 lines
4.9 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <PxPhysicsAPI.h>
#include <Utils.h>
#include <AzFramework/Physics/SimulatedBodies/RigidBody.h>
#include <AzFramework/Physics/Common/PhysicsTypes.h>
#include <PhysX/UserDataTypes.h>
namespace AzPhysics
{
struct RigidBodyConfiguration;
}
namespace PhysX
{
class RigidBodyComponent;
class Shape;
AZ_PUSH_DISABLE_WARNING(4996, "-Wdeprecated-declarations")
/// PhysX specific implementation of generic physics API RigidBody class.
class RigidBody
: public AzPhysics::RigidBody
{
public:
friend class RigidBodyComponent;
AZ_CLASS_ALLOCATOR(RigidBody, AZ::SystemAllocator, 0);
AZ_RTTI(PhysX::RigidBody, "{30CD41DD-9783-47A1-B935-9E5634238F45}", AzPhysics::RigidBody);
RigidBody() = default;
RigidBody(const AzPhysics::RigidBodyConfiguration& configuration);
~RigidBody();
static void Reflect(AZ::ReflectContext* context);
AZ::u32 GetShapeCount() override;
AZStd::shared_ptr<Physics::Shape> GetShape(AZ::u32 index) override;
AZ::Vector3 GetCenterOfMassWorld() const override;
AZ::Vector3 GetCenterOfMassLocal() const override;
AZ::Matrix3x3 GetInverseInertiaWorld() const override;
AZ::Matrix3x3 GetInverseInertiaLocal() const override;
float GetMass() const override;
float GetInverseMass() const override;
void SetMass(float mass) override;
void SetCenterOfMassOffset(const AZ::Vector3& comOffset) override;
AZ::Vector3 GetLinearVelocity() const override;
void SetLinearVelocity(const AZ::Vector3& velocity) override;
AZ::Vector3 GetAngularVelocity() const override;
void SetAngularVelocity(const AZ::Vector3& angularVelocity) override;
AZ::Vector3 GetLinearVelocityAtWorldPoint(const AZ::Vector3& worldPoint) const override;
void ApplyLinearImpulse(const AZ::Vector3& impulse) override;
void ApplyLinearImpulseAtWorldPoint(const AZ::Vector3& impulse, const AZ::Vector3& worldPoint) override;
void ApplyAngularImpulse(const AZ::Vector3& angularImpulse) override;
bool IsKinematic() const override;
void SetKinematic(bool isKinematic) override;
void SetKinematicTarget(const AZ::Transform& targetPosition) override;
bool IsGravityEnabled() const override;
void SetGravityEnabled(bool enabled) override;
void SetSimulationEnabled(bool enabled) override;
void SetCCDEnabled(bool enabled) override;
// AzPhysics::SimulatedBody
AZ::Transform GetTransform() const override;
void SetTransform(const AZ::Transform& transform) override;
AZ::Vector3 GetPosition() const override;
AZ::Quaternion GetOrientation() const override;
AZ::Aabb GetAabb() const override;
AZ::EntityId GetEntityId() const override;
AzPhysics::SceneQueryHit RayCast(const AzPhysics::RayCastRequest& request) override;
// Physics::ReferenceBase
AZ::Crc32 GetNativeType() const override;
void* GetNativePointer() const override;
// Not in API but needed to support PhysicsComponentBus
float GetLinearDamping() const override;
void SetLinearDamping(float damping) override;
float GetAngularDamping() const override;
void SetAngularDamping(float damping) override;
//sleeping
bool IsAwake() const override;
void ForceAsleep() override;
void ForceAwake() override;
float GetSleepThreshold() const override;
void SetSleepThreshold(float threshold) override;
bool ShouldStartAsleep() const { return m_startAsleep; }
void SetName(const AZStd::string& entityName);
const AZStd::string& GetName() const;
void AddShape(AZStd::shared_ptr<Physics::Shape> shape) override;
void RemoveShape(AZStd::shared_ptr<Physics::Shape> shape) override;
void UpdateMassProperties(AzPhysics::MassComputeFlags flags = AzPhysics::MassComputeFlags::DEFAULT,
const AZ::Vector3& centerOfMassOffsetOverride = AZ::Vector3::CreateZero(),
const AZ::Matrix3x3& inertiaTensorOverride = AZ::Matrix3x3::CreateIdentity(),
const float massOverride = 1.0f) override;
private:
void CreatePhysXActor(const AzPhysics::RigidBodyConfiguration& configuration);
void UpdateCenterOfMass(bool includeAllShapesInMassCalculation);
void SetInertia(const AZ::Matrix3x3& inertia);
AZStd::shared_ptr<physx::PxRigidDynamic> m_pxRigidActor;
AZStd::vector<AZStd::shared_ptr<PhysX::Shape>> m_shapes;
AZStd::string m_name;
PhysX::ActorData m_actorUserData;
bool m_startAsleep = false;
};
AZ_POP_DISABLE_WARNING
} // namespace PhysX