open_toontown_panda3d/panda/src/physx/physxShapeDesc.cxx

302 lines
9.4 KiB
C++

// Filename: physxShapeDesc.cxx
// Created by: enn0x (08Sep09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "physxShapeDesc.h"
#include "physxManager.h"
#include "physxMaterial.h"
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_name
// Access: Published
// Description: Sets a possible debug name.
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_name(const char *name) {
_name = name ? name : "";
ptr()->name = _name.c_str();
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_trigger
// Access: Published
// Description: This shape will become a trigger shape if this
// parameter is set to TRUE. It won't take part in
// collisions, but trigger events if some other
// shape passes through it.
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_trigger(bool value) {
if (value == true) {
ptr()->shapeFlags |= NX_TRIGGER_ENABLE;
}
else {
ptr()->shapeFlags &= ~(NX_TRIGGER_ENABLE);
}
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_local_pos
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_local_pos(const LPoint3f &pos) {
nassertv(!pos.is_nan());
ptr()->localPose.t = PhysxManager::point3_to_nxVec3(pos);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_local_mat
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_local_mat(const LMatrix4f &mat) {
nassertv(!mat.is_nan());
ptr()->localPose = PhysxManager::mat4_to_nxMat34(mat);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_local_hpr
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_local_hpr(float h, float p, float r) {
LQuaternionf q;
LMatrix3f rot;
NxMat34 m;
q.set_hpr(LVector3f(h, p, r));
q.extract_to_matrix(rot);
ptr()->localPose.M = PhysxManager::mat3_to_nxMat33(rot);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_skin_width
// Access: Published
// Description: Specifies by how much shapes can interpenetrate.
//
// Two shapes will interpenetrate by the sum of their
// skin widths. This means that their graphical
// representations should be adjusted so that they
// just touch when the shapes are interpenetrating.
//
// The default skin width is the 'physx-skin-width'
// parameter.
//
// A skin width sum of zero for two bodies is not
// permitted because it will lead to an unstable
// simulation.
//
// If your simulation jitters because resting bodies
// occasionally lose contact, increasing the size of
// your collision volumes and the skin width may
// improve things.
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_skin_width(float skinWidth) {
nassertv(skinWidth >= 0.0f);
ptr()->skinWidth = skinWidth;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_shape_flag
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_shape_flag(const PhysxShapeFlag flag, bool value) {
if (value == true) {
ptr()->shapeFlags |= flag;
}
else {
ptr()->shapeFlags &= ~(flag);
}
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_mass
// Access: Published
// Description: Sets the mass of this individual shape when
// computing mass inertial properties for a rigidbody.
// When mass<=0.0 then density and volume determine
// the mass. Note that this will only be used if the
// body has a zero inertia tensor, or if you call
// PhysxActor::update_mass_from_shapes explicitly.
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_mass(float mass) {
ptr()->mass = mass;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_density
// Access: Published
// Description: Sets the density of this individual shape when
// computing mass inertial properties for a rigidbody
// (unless a valid mass >0.0 is provided). Note that
// this will only be used if the body has a zero
// inertia tensor, or if you call
// PhysxActor::update_mass_from_shapes explicitly.
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_density(float density) {
nassertv(density > 0.0f);
ptr()->density = density;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_group
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_group(unsigned short group) {
ptr()->group = group;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_name
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
const char *PhysxShapeDesc::
get_name() const {
return ptr()->name;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_local_pos
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
LPoint3f PhysxShapeDesc::
get_local_pos() const {
return PhysxManager::nxVec3_to_point3(ptr()->localPose.t);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_local_mat
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
LMatrix4f PhysxShapeDesc::
get_local_mat() const {
return PhysxManager::nxMat34_to_mat4(ptr()->localPose);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_skin_width
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
float PhysxShapeDesc::
get_skin_width() const {
return ptr()->skinWidth;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_shape_flag
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
bool PhysxShapeDesc::
get_shape_flag(const PhysxShapeFlag flag) const {
return (ptr()->shapeFlags & flag) ? true : false;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_mass
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
float PhysxShapeDesc::
get_mass() const {
return ptr()->mass;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_density
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
float PhysxShapeDesc::
get_density() const {
return ptr()->density;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_group
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
unsigned short PhysxShapeDesc::
get_group() const {
return ptr()->group;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_material
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_material(const PhysxMaterial &material) {
ptr()->materialIndex = material.ptr()->getMaterialIndex();
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::set_material_index
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void PhysxShapeDesc::
set_material_index(unsigned short index) {
ptr()->materialIndex = index;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxShapeDesc::get_material_index
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
unsigned short PhysxShapeDesc::
get_material_index() const {
return ptr()->materialIndex;
}