Lysa  0.0
Lysa 3D Engine
CollisionObject Class Reference

Detailed Description

Base class for 3D physics objects.

+ Inheritance diagram for CollisionObject:

Classes

struct  Collision
 

Public Member Functions

auto getCollisionLayer () const
 
virtual void setCollisionLayer (uint32 layer)
 
bool wereInContact (const CollisionObject *obj) const
 
void setProperty (const std::string &property, const std::string &value) override
 
void setVisible (bool visible=true) override
 
void scale (float scale) override
 
 CollisionObject (const CollisionObject &)
 
 ~CollisionObject () override
 
- Public Member Functions inherited from Node
 Node (const Node &node)
 
 Node (const std::string &name=TypeNames[NODE], Type type=NODE)
 
auto getId () const
 
virtual void onReady ()
 
virtual void onEnterScene ()
 
virtual void onExitScene ()
 
virtual void onProcess (const float alpha)
 
virtual void onPhysicsProcess (const float delta)
 
virtual bool onInput (InputEvent &inputEvent)
 
void setTransformLocal (const float4x4 &transform)
 
const float4x4 & getTransformGlobal () const
 
const float4x4 & getTransform () const
 
virtual void setPosition (const float3 &position)
 
virtual void setPosition (const float x, const float y, const float z)
 
float3 getPosition () const
 
void translate (const float3 &localOffset)
 
void translate (float x, float y, float z)
 
virtual void setPositionGlobal (const float3 &position)
 
virtual void setPositionGlobal (const float x, const float y, const float z)
 
float3 getPositionGlobal () const
 
void rotateX (float angle)
 
void rotateY (float angle)
 
void rotateZ (float angle)
 
quaternion getRotation () const
 
quaternion getRotationGlobal () const
 
float3 getRotationEulerAngles () const
 
float3 getRotationEulerAnglesGlobal () const
 
void setRotation (const quaternion &quat)
 
void setRotationGlobal (const quaternion &quat)
 
void setRotationX (float angle)
 
void setRotationY (float angle)
 
void setRotationZ (float angle)
 
float getRotationX () const
 
float getRotationY () const
 
float getRotationZ () const
 
float3 getScale () const
 
float3 getScaleGlobal () const
 
auto * getParent () const
 
bool addChild (std::shared_ptr< Node > child, bool async=false)
 
bool removeChild (const std::shared_ptr< Node > &child, bool async=false)
 
void removeAllChildren (bool async=false)
 
bool haveChild (const std::shared_ptr< Node > &child, bool recursive) const
 
void lookAt (const float3 &target)
 
template<typename T = Node>
std::shared_ptr< T > getChild (const std::string &name) const
 
template<typename T = Node>
std::shared_ptr< T > getChildByPath (const std::string &path) const
 
template<typename T = Node>
std::shared_ptr< T > findFirstChild (const std::string &name) const
 
template<typename T >
std::shared_ptr< T > findFirstChild (const bool recursive=true) const
 
template<typename T >
std::list< std::shared_ptr< T > > findAllChildren (const bool recursive=true) const
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildren (const std::string &name, const bool recursive=true) const
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildrenByGroup (const std::string &groupName, const bool recursive=true) const
 
const std::list< std::shared_ptr< Node > > & getChildren () const
 
const std::list< std::string > & getGroups () const
 
void addToGroup (const std::string &group)
 
void removeFromGroup (const std::string &group)
 
bool isVisible () const
 
auto isInGroup (const std::string &group) const
 
void setProcessMode (const ProcessMode mode)
 
bool isProcessed () const
 
auto getType () const
 
auto getViewport () const
 
const std::string & getName () const
 
std::string getPath () const
 
void printTree (int tab=0) const
 
std::shared_ptr< Node > duplicate (bool recursiveFilter=false) const
 
float3 toGlobal (const float3 &local) const
 
float3 toLocal (const float3 &global) const
 
float3 getRightVector () const
 
float3 getLeftVector () const
 
float3 getFrontVector () const
 
float3 getBackVector () const
 
float3 getUpVector () const
 
float3 getDownVector () const
 
void setName (const std::string &nodeName)
 
template<typename T >
std::shared_ptr< TweencreatePropertyTween (typename PropertyTween< T >::Setter set, const T initial, const T final, float duration, const TransitionType ttype=TransitionType::LINEAR, const Tween::Callback &callback=nullptr)
 
void killTween (const std::shared_ptr< Tween > &tween)
 
auto getSharedPtr ()
 
 ~Node () override = default
 
- Public Member Functions inherited from Object
void connect (const Signal::signal &name, const Signal::Handler &handler)
 
void connect (const Signal::signal &name, const std::function< void ()> &handler)
 
void emit (const Signal::signal &name, void *params=nullptr)
 
virtual std::string toString () const
 
 Object () = default
 
virtual ~Object () = default
 
- Public Member Functions inherited from Updatable
auto isUpdated () const
 
void decrementUpdates ()
 
void setUpdated ()
 
void setMaxUpdates (const uint32 maxUpdates)
 

Static Public Attributes

static const Signal::signal on_collision_starts = "on_collision_starts"
 
static const Signal::signal on_collision_persists = "on_collision_persists"
 
- Static Public Attributes inherited from Node
static constexpr auto TypeNames
 

Protected Member Functions

 CollisionObject (const std::shared_ptr< Shape > &shape, collision_layer layer, const std::string &name=TypeNames[COLLISION_OBJECT], Type type=COLLISION_OBJECT)
 
 CollisionObject (collision_layer layer, const std::string &name=TypeNames[COLLISION_OBJECT], Type type=COLLISION_OBJECT)
 
virtual void setPositionAndRotation ()
 
void updateGlobalTransform () override
 
void releaseResources ()
 
void process (float alpha) override
 
void attachToViewport (Viewport *viewport) override
 
void enterScene () override
 
void exitScene () override
 
void pause () override
 
void resume () override
 
- Protected Member Functions inherited from Node
virtual std::shared_ptr< Node > duplicateInstance () const
 
virtual void ready ()
 
virtual void physicsProcess (float delta)
 
virtual void detachFromViewport ()
 

Protected Attributes

bool updating {false}
 
collision_layer collisionLayer
 
std::shared_ptr< Shapeshape {nullptr}
 
- Protected Attributes inherited from Node
float4x4 localTransform {}
 
float4x4 globalTransform {}
 

Additional Inherited Members

- Public Types inherited from Node
enum  Type {
  ANIMATION_PLAYER, CAMERA, CHARACTER, COLLISION_AREA,
  COLLISION_OBJECT, DIRECTIONAL_LIGHT, ENVIRONMENT, KINEMATIC_BODY,
  LIGHT, MESH_INSTANCE, NODE, OMNI_LIGHT,
  PHYSICS_BODY, RAYCAST, RIGID_BODY, SKYBOX,
  SPOT_LIGHT, STATIC_BODY, VIEWPORT
}
 Node type. More...
 
- Public Attributes inherited from Updatable
uint32 pendingUpdates {0}
 
uint32 maxUpdates {0}
 

Constructor & Destructor Documentation

CollisionObject ( const CollisionObject &  )
~CollisionObject ( )
override
CollisionObject ( const std::shared_ptr< Shape > &  shape,
collision_layer  layer,
const std::string &  name = TypeNames[COLLISION_OBJECT],
Type  type = COLLISION_OBJECT 
)
protected
CollisionObject ( collision_layer  layer,
const std::string &  name = TypeNames[COLLISION_OBJECT],
Type  type = COLLISION_OBJECT 
)
protected

Member Function Documentation

void attachToViewport ( Viewport viewport)
overrideprotectedvirtual
void enterScene ( )
overrideprotectedvirtual

Reimplemented from lysa::Node::enterScene()

Reimplemented in lysa::RigidBody::enterScene()

void exitScene ( )
overrideprotectedvirtual

Reimplemented from lysa::Node::exitScene()

auto getCollisionLayer ( ) const
inline

The physics layers this CollisionObject is in.

void pause ( )
overrideprotectedvirtual

Reimplemented from lysa::Node::pause()

void process ( float  alpha)
overrideprotectedvirtual

Reimplemented from lysa::Node::process()

Reimplemented in lysa::StaticBody::process()

void releaseResources ( )
protected
void resume ( )
overrideprotectedvirtual

Reimplemented from lysa::Node::resume()

void scale ( float  scale)
overridevirtual

Rotates the local transformation

Scale the local transformation

Reimplemented from lysa::Node::scale()

virtual void setCollisionLayer ( uint32  layer)
virtual

Sets the collision layer

Reimplemented in lysa::Character::setCollisionLayer()

virtual void setPositionAndRotation ( )
protectedvirtual
void setProperty ( const std::string &  property,
const std::string &  value 
)
overridevirtual

Sets a property by its name and value. Currently, not all properties in all node classes are supported.

Reimplemented from lysa::Node::setProperty()

Reimplemented in lysa::RigidBody::setProperty(), lysa::PhysicsBody::setProperty()

void setVisible ( bool  visible = true)
overridevirtual

Changes the visibility of the node.
The node stays in the scene tree and the data in VRAM.

Reimplemented from lysa::Node::setVisible()

void updateGlobalTransform ( )
overrideprotectedvirtual
bool wereInContact ( const CollisionObject *  obj) const

Returns true if obj were in contact with the object during the last simulation step

Member Data Documentation

collision_layer collisionLayer
protected
const Signal::signal on_collision_persists = "on_collision_persists"
inlinestatic

Signal called whenever a contact is detected that was also detected last update and reports the first contact point in a CollisionObject::Collision<br> Never called for characters since on_collision_added is called during the whole contact.

const Signal::signal on_collision_starts = "on_collision_starts"
inlinestatic

Signal called whenever a new contact point is detected and reports the first contact point in a CollisionObject::Collision<br> For characters, called whenever the character collides with a body.

std::shared_ptr<Shape> shape {nullptr}
protected
bool updating {false}
protected