Jolt Physics
A multi core friendly Game Physics Engine
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Character.h
Go to the documentation of this file.
1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
9
11
14{
15public:
17
19 ObjectLayer mLayer = 0;
20
22 float mMass = 80.0f;
23
25 float mFriction = 0.2f;
26
28 float mGravityFactor = 1.0f;
29};
30
36{
37public:
39
46 Character(const CharacterSettings *inSettings, RVec3Arg inPosition, QuatArg inRotation, uint64 inUserData, PhysicsSystem *inSystem);
47
49 virtual ~Character() override;
50
52 void AddToPhysicsSystem(EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true);
53
55 void RemoveFromPhysicsSystem(bool inLockBodies = true);
56
58 void Activate(bool inLockBodies = true);
59
63 void PostSimulation(float inMaxSeparationDistance, bool inLockBodies = true);
64
66 void SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies = true);
67
69 Vec3 GetLinearVelocity(bool inLockBodies = true) const;
70
72 void SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies = true);
73
75 void AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies = true);
76
78 void AddImpulse(Vec3Arg inImpulse, bool inLockBodies = true);
79
81 BodyID GetBodyID() const { return mBodyID; }
82
84 void GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies = true) const;
85
87 void SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true) const;
88
90 RVec3 GetPosition(bool inLockBodies = true) const;
91
93 void SetPosition(RVec3Arg inPostion, EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true);
94
96 Quat GetRotation(bool inLockBodies = true) const;
97
99 void SetRotation(QuatArg inRotation, EActivation inActivationMode = EActivation::Activate, bool inLockBodies = true);
100
102 RVec3 GetCenterOfMassPosition(bool inLockBodies = true) const;
103
105 RMat44 GetWorldTransform(bool inLockBodies = true) const;
106
108 void SetLayer(ObjectLayer inLayer, bool inLockBodies = true);
109
112 bool SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies = true);
113
123 void CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies = true) const;
124
125private:
127 void CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const;
128
130 void CheckCollision(const Shape *inShape, float inMaxSeparationDistance, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const;
131
133 BodyID mBodyID;
134
136 ObjectLayer mLayer;
137};
138
#define JPH_EXPORT
Definition: Core.h:227
std::uint64_t uint64
Definition: Core.h:443
#define JPH_NAMESPACE_END
Definition: Core.h:367
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:361
EActivation
Enum used by AddBody to determine if the body needs to be initially active.
Definition: EActivation.h:11
@ Activate
Activate the body, making it part of the simulation.
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition: Memory.h:29
uint16 ObjectLayer
Definition: ObjectLayer.h:16
ID of a body. This is a way of reasoning about bodies in a multithreaded simulation while avoiding ra...
Definition: BodyID.h:13
Base class for character class.
Definition: CharacterBase.h:51
Base class for configuration of a character.
Definition: CharacterBase.h:21
Definition: Character.h:36
BodyID GetBodyID() const
Get the body associated with this character.
Definition: Character.h:81
Contains the configuration of a character.
Definition: Character.h:14
Virtual interface that allows collecting multiple collision results.
Definition: CollisionCollector.h:45
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition: Mat44.h:13
Definition: PhysicsSystem.h:29
Definition: Quat.h:33
Base class for all shapes (collision volume of a body). Defines a virtual interface for collision det...
Definition: Shape.h:178
Definition: Vec3.h:16