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o3de/Code/Framework/AzFramework/AzFramework/Physics/RigidBodyBus.h
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2021-04-07 14:03:29 -07:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Component/ComponentBus.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/Math/Vector3.h>
#include <AzFramework/Physics/Common/PhysicsSceneQueries.h>
namespace AzPhysics
{
struct RigidBody;
}
namespace Physics
{
class RigidBodyRequests
: public AZ::ComponentBus
{
public:
using MutexType = AZStd::mutex;
virtual void EnablePhysics() = 0;
virtual void DisablePhysics() = 0;
virtual bool IsPhysicsEnabled() const = 0;
virtual AZ::Vector3 GetCenterOfMassWorld() const = 0;
virtual AZ::Vector3 GetCenterOfMassLocal() const = 0;
virtual AZ::Matrix3x3 GetInverseInertiaWorld() const = 0;
virtual AZ::Matrix3x3 GetInverseInertiaLocal() const = 0;
virtual float GetMass() const = 0;
virtual float GetInverseMass() const = 0;
virtual void SetMass(float mass) = 0;
virtual void SetCenterOfMassOffset(const AZ::Vector3& comOffset) = 0;
virtual AZ::Vector3 GetLinearVelocity() const = 0;
virtual void SetLinearVelocity(const AZ::Vector3& velocity) = 0;
virtual AZ::Vector3 GetAngularVelocity() const = 0;
virtual void SetAngularVelocity(const AZ::Vector3& angularVelocity) = 0;
virtual AZ::Vector3 GetLinearVelocityAtWorldPoint(const AZ::Vector3& worldPoint) const = 0;
virtual void ApplyLinearImpulse(const AZ::Vector3& impulse) = 0;
virtual void ApplyLinearImpulseAtWorldPoint(const AZ::Vector3& impulse, const AZ::Vector3& worldPoint) = 0;
virtual void ApplyAngularImpulse(const AZ::Vector3& angularImpulse) = 0;
virtual float GetLinearDamping() const = 0;
virtual void SetLinearDamping(float damping) = 0;
virtual float GetAngularDamping() const = 0;
virtual void SetAngularDamping(float damping) = 0;
virtual bool IsAwake() const = 0;
virtual void ForceAsleep() = 0;
virtual void ForceAwake() = 0;
virtual float GetSleepThreshold() const = 0;
virtual void SetSleepThreshold(float threshold) = 0;
virtual bool IsKinematic() const = 0;
virtual void SetKinematic(bool kinematic) = 0;
virtual void SetKinematicTarget(const AZ::Transform& targetPosition) = 0;
virtual bool IsGravityEnabled() const = 0;
virtual void SetGravityEnabled(bool enabled) = 0;
virtual void SetSimulationEnabled(bool enabled) = 0;
virtual AZ::Aabb GetAabb() const = 0;
virtual AzPhysics::RigidBody* GetRigidBody() = 0;
virtual AzPhysics::SceneQueryHit RayCast(const AzPhysics::RayCastRequest& request) = 0;
};
using RigidBodyRequestBus = AZ::EBus<RigidBodyRequests>;
class RigidBodyNotifications
: public AZ::ComponentBus
{
public:
virtual void OnPhysicsEnabled() = 0;
virtual void OnPhysicsDisabled() = 0;
};
using RigidBodyNotificationBus = AZ::EBus<RigidBodyNotifications>;
}