hkpCollisionMassChangerUtil.h
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上传日期:2020-08-09
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其他游戏
开发平台:
Visual C++
- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_UTILITIES2_MASS_CHANGER_UTIL
- #define HK_UTILITIES2_MASS_CHANGER_UTIL
- #include <Common/Base/hkBase.h>
- #include <Physics/Dynamics/Collide/hkpCollisionListener.h>
- #include <Physics/Dynamics/Entity/hkpEntity.h>
- #include <Physics/Dynamics/Entity/hkpEntityListener.h>
- class hkpRigidBody;
- /// This listener class can be used to virtually change the masses of objects during collision.
- ///
- /// By calling setInvMassScalingForContact() in hkpResponseModifier this allows an object to
- /// interact differently with one object than with another (i.e. it may appear to be fixed to one
- /// object, and not to another).
- /// This utility is an entity listener and uses 2 rigid bodies to decide when to
- /// change the mass and what to change it to. You may implement a world listener
- /// and a look-up table to change the response of any object in contact with any
- /// other object.
- class hkpCollisionMassChangerUtil: public hkReferencedObject, private hkpCollisionListener, private hkpEntityListener
- {
- public:
- HK_DECLARE_CLASS_ALLOCATOR(HK_MEMORY_CLASS_UTILITIES);
- /// Adds the hkpCollisionMassChangerUtil as a listener to bodyA.
- /// If a contact point is added between bodyA and bodyB, the relative mass of the collision is changed.
- /// You specify this using the inverseMassA for the apparent inverse mass of body A in the collision, and
- /// inverseMassB for the apparent inverse mass of body B in the collision.
- /// By default inverseMassA is 0, and inverseMassB is 1, i.e. bodyA will appear to be immovable from bodyB's perspective.
- hkpCollisionMassChangerUtil( hkpRigidBody* bodyA, hkpRigidBody* bodyB, float inverseMassA = 0, float inverseMassB = 1 );
- /// Adds the hkpCollisionMassChangerUtil as a listener to bodyA.
- /// If a contact point is added between bodyA and bodyB, the relative mass and inertia of the collision is changed.
- /// You specify this using the inverseMassesA for the apparent inverse mass and inertia components of body A in the collision, and
- /// inverseMassB for the apparent inverse mass and inertia components of body B in the collision.
- hkpCollisionMassChangerUtil( hkpRigidBody* bodyA, hkpRigidBody* bodyB, const hkVector4& inverseMassesA, const hkVector4& inverseMassesB );
- ~hkpCollisionMassChangerUtil();
- protected:
- // The hkpCollisionListener interface implementation
- void contactPointAddedCallback( hkpContactPointAddedEvent& event );
- // The hkpCollisionListener interface implementation
- void contactPointRemovedCallback( hkpContactPointRemovedEvent& event ){}
- // The hkpCollisionListener interface implementation
- void contactPointConfirmedCallback( hkpContactPointConfirmedEvent& event){}
- // The hkpCollisionListener interface implementation
- void contactProcessCallback( hkpContactProcessEvent& event );
- // The hkpEntityListener interface implementation
- void entityDeletedCallback( hkpEntity* entity );
- protected:
- hkpRigidBody* m_bodyA;
- hkpRigidBody* m_bodyB;
- hkVector4 m_inverseMassesA;
- hkVector4 m_inverseMassesB;
- };
- #endif // HK_UTILITIES2_MASS_CHANGER_UTIL
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */