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