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bullet3/Bullet/CollisionDispatch/CollisionObject.h

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C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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 COLLISION_OBJECT_H
#define COLLISION_OBJECT_H
#include "SimdTransform.h"
//island management, m_activationState1
#define ACTIVE_TAG 1
#define ISLAND_SLEEPING 2
#define WANTS_DEACTIVATION 3
#define DISABLE_DEACTIVATION 4
#define DISABLE_SIMULATION 5
struct BroadphaseProxy;
class CollisionShape;
/// CollisionObject can be used to manage collision detection objects.
/// CollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy.
/// They can be added to the CollisionWorld.
struct CollisionObject
{
SimdTransform m_worldTransform;
//m_interpolationWorldTransform is used for CCD and interpolation
//it can be either previous or future (predicted) transform
SimdTransform m_interpolationWorldTransform;
SimdTransform m_cachedInvertedWorldTransform;
enum CollisionFlags
{
isStatic = 1,
noContactResponse = 2,
customMaterialCallback = 4,//this allows per-triangle material (friction/restitution)
};
int m_collisionFlags;
int m_islandTag1;
int m_activationState1;
float m_deactivationTime;
SimdScalar m_friction;
SimdScalar m_restitution;
BroadphaseProxy* m_broadphaseHandle;
CollisionShape* m_collisionShape;
void* m_userPointer;//not use by Bullet internally
///time of impact calculation
float m_hitFraction;
///Swept sphere radius (0.0 by default), see ConvexConvexAlgorithm::
float m_ccdSweptShereRadius;
/// Don't do continuous collision detection if square motion (in one step) is less then m_ccdSquareMotionTreshold
float m_ccdSquareMotionTreshold;
bool mergesSimulationIslands() const;
inline bool IsStatic() const {
return m_collisionFlags & isStatic;
}
inline bool HasContactResponse() {
return !(m_collisionFlags & noContactResponse);
}
CollisionObject();
void SetCollisionShape(CollisionShape* collisionShape)
{
m_collisionShape = collisionShape;
}
int GetActivationState() const { return m_activationState1;}
void SetActivationState(int newState);
void ForceActivationState(int newState);
void activate();
inline bool IsActive() const
{
return ((GetActivationState() != ISLAND_SLEEPING) && (GetActivationState() != DISABLE_SIMULATION));
}
void setRestitution(float rest)
{
m_restitution = rest;
}
float getRestitution() const
{
return m_restitution;
}
void setFriction(float frict)
{
m_friction = frict;
}
float getFriction() const
{
return m_friction;
}
};
#endif //COLLISION_OBJECT_H