//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _PHYSX_WORLD_H_ #define _PHYSX_WORLD_H_ #ifndef _T3D_PHYSICS_PHYSICSWORLD_H_ #include "T3D/physics/physicsWorld.h" #endif #ifndef _MMATH_H_ #include "math/mMath.h" #endif #ifndef _PHYSX_H_ #include "T3D/physics/physX/px.h" #endif #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif class PxContactReporter; class PxUserNotify; class NxController; class NxControllerDesc; class ShapeBase; class TSStatic; class SceneObject; class ProcessList; class GameBase; class CharacterControllerManager; class PxConsoleStream; class PxWorld : public PhysicsWorld { protected: F32 mEditorTimeScale; Vector mReleaseClothQueue; Vector mReleaseJointQueue; Vector mReleaseActorQueue; Vector mReleaseMaterialQueue; Vector mReleaseHeightFieldQueue; Vector mReleaseFluidQueue; //Vector> mReleaseColQueue; Vector mCatchupQueue; PxContactReporter *mConactReporter; PxUserNotify *mUserNotify; NxScene *mScene; CharacterControllerManager *mControllerManager; bool mErrorReport; bool mIsEnabled; bool mIsSimulating; U32 mTickCount; ProcessList *mProcessList; bool _init( bool isServer, ProcessList *processList ); void _destroy(); void _releaseQueues(); void _updateScheduledStatics(); /// The mesh cooking interface which is loaded on first use. /// @see getCooking static NxCookingInterface *smCooking; /// The console stream for PhysX error reporting. static PxConsoleStream *smConsoleStream; public: // PhysicWorld virtual bool initWorld( bool isServer, ProcessList *processList ); virtual void destroyWorld(); virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse ); virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All ); virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude ); virtual void onDebugDraw( const SceneRenderState *state ); virtual void reset() {} virtual bool isEnabled() const { return mIsEnabled; } /// @name Static Methods /// @{ static bool restartSDK( bool destroyOnly = false, PxWorld *clientWorld = NULL, PxWorld *serverWorld = NULL ); static void releaseWriteLocks(); /// @} PxWorld(); virtual ~PxWorld(); public: NxScene* getScene() { return mScene; } /// Returns the cooking interface. Will only return NULL /// in the case of a missing or bad PhysX install. static NxCookingInterface* getCooking(); U32 getTick() { return mTickCount; } void tickPhysics( U32 elapsedMs ); void getPhysicsResults(); //void enableCatchupMode( GameBase *obj ); bool isWritable() const { return !mIsSimulating; /* mScene->isWritable(); */ } void releaseWriteLock(); void setEnabled( bool enabled ); bool getEnabled() const { return mIsEnabled; } NxMaterial* createMaterial( NxMaterialDesc &material ); /// /// @see releaseController NxController* createController( NxControllerDesc &desc ); //U16 setMaterial(NxMaterialDesc &material, U16 id); // NOTE: This is all a mess, but its a side effect of how // PhysX works. Many objects cannot be deleted without write // access to the scene. Worse some objects cannot be deleted // until their owner objects are deleted first. // // For these reasons we have these methods to register objects to be // released after the Scene has been ticked. // // Since there is no common base to PhysX objects we're stuck with // this list of release methods. // void releaseActor( NxActor &actor ); void releaseMaterial( NxMaterial &mat ); void releaseJoint( NxJoint &joint ); void releaseCloth( NxCloth &cloth ); void releaseClothMesh( NxClothMesh &clothMesh ); void releaseController( NxController &controller ); void releaseHeightField( NxHeightField &heightfield ); void releaseFluid( NxFluid &fluid ); //void releaseCol( PxCollision *col ); /// Returns the contact reporter for this scene. PxContactReporter* getContactReporter() { return mConactReporter; } void setEditorTimeScale( F32 timeScale ) { mEditorTimeScale = timeScale; } const F32 getEditorTimeScale() const { return mEditorTimeScale; } }; #endif // _PHYSX_WORLD_H_