hkpBinaryAction.h
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- /*
- *
- * 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_DYNAMICS2_BINARY_ACTION_H
- #define HK_DYNAMICS2_BINARY_ACTION_H
- #include <Physics/Dynamics/Action/hkpAction.h>
- #include <Common/Base/Reflection/Attributes/hkAttributes.h>
- class hkpRigidBody;
- extern const hkClass hkpBinaryActionClass;
- /// You can use this as a base class for hkActions that operate on a pair of
- /// hkRigidBodies. In addition to the hkpAction interface, this class provides
- /// some useful basic functionality for actions, such as a callback that removes
- /// the action from the simulation if either of its hkRigidBodies is removed.
- class hkpBinaryAction : public hkpAction
- {
- public:
- HK_DECLARE_REFLECTION();
- /// Constructor creates a new hkpBinaryAction that operates on the specified entities.
- hkpBinaryAction( hkpEntity* entityA, hkpEntity* entityB, hkUlong userData = 0 );
- /// hkpAction interface implementation.
- virtual void getEntities( hkArray<hkpEntity*>& entitiesOut );
- /// Removes the action from the hkpWorld if one of its hkRigidBodies is removed.
- virtual void entityRemovedCallback(hkpEntity* entity);
- /// Sets m_bodyA, adds a reference to it and adds the action as a listener.
- /// NB: Only intended to be called pre-simulation i.e. before hkpBinaryAction
- /// is added to an hkpWorld.
- void setEntityA( hkpEntity* entityA);
- /// Gets m_bodyA.
- inline hkpEntity* getEntityA();
- /// Sets m_bodyB, adds a reference to it and adds the action as a listener.
- /// NB: Only intended to be called pre-simulation i.e. before hkpBinaryAction
- /// is added to an hkpWorld.
- void setEntityB( hkpEntity* entityB);
- /// Gets m_bodyB.
- inline hkpEntity* getEntityB();
- /// The applyAction() method does the actual work of the action, and is called at every simulation step.
- virtual void applyAction( const hkStepInfo& stepInfo ) = 0;
- virtual const hkClass* getClassType( ) { return &hkpBinaryActionClass; }
- protected:
- /// Destructor.
- virtual ~hkpBinaryAction();
- /// The first entity.
- hkpEntity* m_entityA;//+hk.Ui(group="Attach to", visible=false) +hk.Link("PARENT_NAME")
- /// The second entity.
- hkpEntity* m_entityB;//+hk.Ui(visible=true, label="Other Body", endGroup=true) +hk.Link("MESH")
- void _referenceBodies();
- public:
- hkpBinaryAction( class hkFinishLoadedObjectFlag flag ) : hkpAction(flag) {}
- };
- #include <Physics/Dynamics/Action/hkpBinaryAction.inl>
- #endif // HK_DYNAMICS2_BINARY_ACTION_H
- /*
- * 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.
- *
- */