hkpKeyframedRigidMotion.h
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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_DYNAMICS2_KEYFRAMED_RIGID_MOTION
- #define HK_DYNAMICS2_KEYFRAMED_RIGID_MOTION
- #include <Physics/Dynamics/Motion/hkpMotion.h>
- extern const hkClass hkpKeyframedRigidMotionClass;
- /// This class is contained by the hkpRigidBody class.
- /// It should not be accessed directly by the user.
- class hkpKeyframedRigidMotion : public hkpMotion
- {
- public:
- HK_DECLARE_REFLECTION();
- /// Construct a keyframed rigid body motion object, given position and rotation.
- /// Set the mass and the inertia to be infinite to achieve the
- /// special behavior of the keyframed motion. This is a property
- /// of the keyframed motion and should not be changed.
- hkpKeyframedRigidMotion( const hkVector4& position, const hkQuaternion& rotation );
- virtual ~hkpKeyframedRigidMotion();
- /// Set the mass of the rigid body. (Note: it is better to use setMassInv if possible).
- virtual void setMass(hkReal m);
- /// Set the inverse mass of the rigid body.
- virtual void setMassInv(hkReal mInv);
- /*
- ** INERTIA
- */
- /// Get the inertia tensor of the rigid body in local space.
- virtual void getInertiaLocal(hkMatrix3& inertia) const;
- /// Users should not set the inertia of a keyframed body.
- /// This will result in an ASSERT. Inertia is infinite for keyframed bodies.
- virtual void setInertiaLocal(const hkMatrix3& inertia);
- /// Get the inertia tensor of the rigid body in world space.
- virtual void getInertiaWorld(hkMatrix3& inertiaOut) const;
- /// Users should not set the inertia inverse of a keyframed body.
- /// This will result in an ASSERT. Inertia is infinite for keyframed bodies.
- virtual void setInertiaInvLocal(const hkMatrix3& inertiaInv);
- /// Get the inverse inertia tensor in local space.
- virtual void getInertiaInvLocal(hkMatrix3& inertiaInv) const;
- /// Get the inverse inertia tensor in local space.
- virtual void getInertiaInvWorld(hkMatrix3& inertiaInvOut) const;
- /*
- ** VELOCITY ACCESS
- */
- // Implements hkpMotion.
- virtual void getProjectedPointVelocity(const hkVector4& p, const hkVector4& normal, hkReal& velOut, hkReal& invVirtMassOut) const;
- /*
- ** IMPULSE APPLICATION
- */
- /// Users should not apply a linear impulse to a keyframed body. Try setting the velocity instead.
- /// Keyframed bodies are infinitely heavy so applying impulses doesn't have any effect.
- virtual void applyLinearImpulse(const hkVector4& imp);
- /// Users should not apply a point impulse to a keyframed body. Try setting the velocity instead.
- /// Keyframed bodies are infinitely heavy so applying impulses doesn't have any effect.
- virtual void applyPointImpulse(const hkVector4& imp, const hkVector4& p);
- /// Users should not apply an angular impulse to a keyframed body. Try setting the angular velocity instead.
- /// Keyframed bodies are infinitely heavy so applying angular impulses doesn't have any effect.
- virtual void applyAngularImpulse(const hkVector4& imp);
- /*
- ** FORCE AND TORQUE APPLICATION
- */
- /// Users should not apply a force to a keyframed body. Try setting the velocity instead.
- /// Keyframed bodies are infinitely heavy so applying forces doesn't have any effect.
- virtual void applyForce(const hkReal deltaTime, const hkVector4& force);
- /// Users should not apply a force to a keyframed body. Try setting the velocity instead.
- /// Keyframed bodies are infinitely heavy so applying forces doesn't have any effect.
- virtual void applyForce(const hkReal deltaTime, const hkVector4& force, const hkVector4& p);
- /// Users should not apply a torque to a keyframed body. Try setting the angular velocity instead.
- /// Keyframed bodies are infinitely heavy so applying torque doesn't have any effect.
- virtual void applyTorque(const hkReal deltaTime, const hkVector4& torque);
- protected:
- hkpKeyframedRigidMotion(): hkpMotion(hkFinishLoadedObjectFlag()){ m_savedMotion = HK_NULL; }
- public:
- public:
- // hkpMotion interface
- virtual void setStepPosition( hkReal position, hkReal timestep );
- virtual void setStoredMotion( hkpMaxSizeMotion* savedMotion );
- public:
- hkpKeyframedRigidMotion( class hkFinishLoadedObjectFlag flag ) : hkpMotion( flag ) {}
- };
- // This class is just used as a large-enough placeholder for all available motion classes
- class hkpMaxSizeMotion : public hkpKeyframedRigidMotion
- {
- public:
- //+vtable(1)
- HK_DECLARE_REFLECTION();
- hkpMaxSizeMotion() : hkpKeyframedRigidMotion( ) {}
- hkpMaxSizeMotion( class hkFinishLoadedObjectFlag flag ) : hkpKeyframedRigidMotion( flag ) {}
- private:
- void operator=(const hkpMaxSizeMotion& other);
- hkpMaxSizeMotion( const hkpMaxSizeMotion& other );
- };
- #endif //HK_DYNAMICS2_KEYFRAMED_RIGID_MOTION
- /*
- * 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.
- *
- */