ZeroZero Game Engine  v0.0
A 3D game engine using Vulkan & Jolt
Public Member Functions | Protected Member Functions | List of all members
PhysicsBody Class Reference

Detailed Description

Base class for 3D game objects affected by physics.

Inheritance diagram for PhysicsBody:
CollisionObject Node Object KinematicBody RigidBody StaticBody

Public Member Functions

virtual void setVelocity (const vec3 &velocity)
 
virtual void setGravityFactor (float factor)
 
void setBounce (float value) const
 
void setMass (float value) const
 
virtual vec3 getVelocity () const
 
void applyForce (const vec3 &force) const
 
void applyForce (const vec3 &force, const vec3 &position) const
 
- Public Member Functions inherited from CollisionObject
auto getCollisionLayer () const
 
virtual void setCollisionLayer (uint32_t layer)
 
auto sharedPtr ()
 
bool wereInContact (const CollisionObject *obj) const
 
- Public Member Functions inherited from Node
 Node (const Node &orig)
 
 Node (const string &nodeName="Node", Type type=NODE)
 
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)
 
const mat4 & getTransformLocal () const
 
const mat4 & getTransformGlobal () const
 
vec3 toGlobal (vec3 local) const
 
vec3 toLocal (vec3 global) const
 
virtual void setPosition (vec3 position)
 
vec3 getPosition () const
 
void translate (const vec3 &localOffset)
 
virtual void setPositionGlobal (const vec3 &position)
 
vec3 getPositionGlobal () const
 
void rotate (quat quaternion)
 
void rotateTowards (const quat &targetRotation, float maxAngle)
 
void rotateX (float angle)
 
void rotateY (float angle)
 
void rotateZ (float angle)
 
void setRotation (const quat &quater)
 
void setRotationGlobal (const quat &quater)
 
void setRotation (const vec3 &rot)
 
void setRotationX (float angle)
 
void setRotationY (float angle)
 
void setRotationZ (float angle)
 
vec3 getRotation () const
 
vec3 getRotationGlobal () const
 
quat getRotationQuaternion () const
 
quat getRotationQuaternionGlobal () const
 
float getRotationX () const
 
float getRotationY () const
 
float getRotationZ () const
 
virtual void setScale (const vec3 &scale)
 
void setScale (float scale)
 
vec3 getScale () const
 
vec3 getScaleGlobal () const
 
ProcessMode getProcessMode () const
 
void setProcessMode (const ProcessMode mode)
 
bool isProcessed () const
 
Node * getParent () const
 
bool addChild (shared_ptr< Node > child, bool async=false)
 
bool removeChild (const shared_ptr< Node > &child, bool async=false)
 
void removeAllChildren (bool async=false)
 
bool haveChild (const shared_ptr< Node > &child, bool recursive) const
 
template<typename T = Node>
shared_ptr< T > getChild (const string &name) const
 
template<typename T = Node>
shared_ptr< T > getChildByPath (const string &path) const
 
template<typename T = Node>
shared_ptr< T > findFirstChild (const string &name) const
 
void printTree (int tab=0) const
 
string toString () const override
 
id_t getId () const
 
shared_ptr< Node > duplicate (bool recursiveFilter=false) const
 
template<typename T = Node>
shared_ptr< T > makeFrom ()
 
template<typename T >
shared_ptr< T > findFirstChild (const bool recursive=true) const
 
template<typename T >
list< shared_ptr< T > > findAllChildren (const bool recursive=true) const
 
template<typename T = Node>
list< shared_ptr< T > > findAllChildrenByGroup (const string &groupName, const bool recursive=true) const
 
vec3 getRightVector () const
 
vec3 getLeftVector () const
 
vec3 getFrontVector () const
 
vec3 getBackVector () const
 
vec3 getUpVector () const
 
vec3 getDownVector () const
 
template<typename T >
shared_ptr< TweencreatePropertyTween (PropertyTween< T >::Setter set, T initial, T final, float duration, const TransitionType ttype=TransitionType::LINEAR, const Tween::Callback &callback=nullptr)
 
void killTween (const shared_ptr< Tween > &tween)
 
virtual void setProperty (const string &property, const string &value)
 
void setName (const string &nodeName)
 
const list< shared_ptr< Node > > & getChildren () const
 
Type getType () const
 
const string & getName () const
 
string getPath () const
 
const list< string > & getGroups () const
 
void addToGroup (const string &group)
 
void removeFromGroup (const string &group)
 
bool isInGroup (const string &group) const
 
bool isVisible () const
 
virtual void setVisible (bool visible=true)
 
bool isInsideTree () const
 
void setCastShadows (bool castShadows)
 
- Public Member Functions inherited from Object
void connect (const Signal::signal &name, const Signal::Handler &handler)
 
void connect (const Signal::signal &name, const function< void ()> &handler)
 
void emit (const Signal::signal &name, void *params=nullptr)
 
virtual string toString () const
 

Protected Member Functions

void setShape (const shared_ptr< Shape > &shape)
 

Additional Inherited Members

- Public Types inherited from Node
enum  Type
 Node type.
 
- Static Public Attributes inherited from CollisionObject
static const Signal::signal on_collision_starts = "on_collision_starts"
 
static const Signal::signal on_collision_persists = "on_collision_persists"
 

Member Function Documentation

void applyForce ( const vec3 &  force) const

Add force (unit: N) at center of mass for the next time step, will be reset after the next physics update

void applyForce ( const vec3 &  force,
const vec3 &  position 
) const

Add force (unit: N) at position for the next time step, will be reset after the next physics update

virtual vec3 getVelocity ( ) const
nodiscardvirtual

Returns the linear velocity

void setBounce ( float  value) const

Sets the coefficient of restitution (the ratio of the relative velocity of separation after collision to the relative velocity of approach before collision)

virtual void setGravityFactor ( float  factor)
virtual

Sets the gravity multiplier (set to 0.0f to disable gravity).

void setMass ( float  value) const

Sets the body's mass.

void setShape ( const shared_ptr< Shape > &  shape)
protected

Sets a new collision shape, recreates the body in the physic system

virtual void setVelocity ( const vec3 &  velocity)
virtual

Sets the linear velocity