//----------------------------------------------------------------------------- // 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 _T3D_PHYSICS_PHYSICSPLUGIN_H_ #define _T3D_PHYSICS_PHYSICSPLUGIN_H_ #ifndef _SIMSET_H_ #include "console/simSet.h" #endif #ifndef _TSIGNAL_H_ #include "core/util/tSignal.h" #endif #ifndef _TORQUE_STRING_H_ #include "core/util/str.h" #endif #ifndef _TDICTIONARY_H_ #include "core/util/tDictionary.h" #endif #ifndef _UTIL_DELEGATE_H_ #include "core/util/delegate.h" #endif #ifndef _T3D_PHYSICSCOMMON_H_ #include "T3D/physics/physicsCommon.h" #endif class Player; class SceneRenderState; class SceneManager; class SceneObject; class PhysicsObject; class PhysicsBody; class PhysicsWorld; class PhysicsPlayer; class PhysicsCollision; typedef Delegate CreatePhysicsObjectFn; typedef Map CreateFnMap; /// class PhysicsPlugin { protected: /// The current active physics plugin. static PhysicsPlugin* smSingleton; static PhysicsResetSignal smPhysicsResetSignal; // Our map of Strings to PhysicsWorld pointers. Map mPhysicsWorldLookup; static String smServerWorldName; static String smClientWorldName; /// A SimSet of objects to delete before the /// physics reset/restore event occurs. SimObjectPtr mPhysicsCleanup; /// Delegate method for debug drawing. static void _debugDraw( SceneManager *graph, const SceneRenderState *state ); public: /// Note this should go away when we have "real" singleplayer. static bool smSinglePlayer; static bool isSinglePlayer() { return smSinglePlayer; } /// Number of threads to use if supported by the plugin. static U32 smThreadCount; static U32 getThreadCount() { return smThreadCount; } /// Returns the active physics plugin. /// @see PHYSICSPLUGIN static PhysicsPlugin* getSingleton() { return smSingleton; } /// Allow gpu acceleration if supported static bool smGpuAccelerationAllowed; static bool gpuAccelerationAllowed() { return smGpuAccelerationAllowed; } /// static bool activate( const char *library ); PhysicsPlugin(); virtual ~PhysicsPlugin(); /// Cleans up, deactivates, and deletes the plugin. virtual void destroyPlugin() = 0; virtual void reset() = 0; /// Returns the physics cleanup set. SimSet* getPhysicsCleanup() const { return mPhysicsCleanup; } void enableDebugDraw( bool enabled ); virtual PhysicsCollision* createCollision() = 0; virtual PhysicsBody* createBody() = 0; virtual PhysicsPlayer* createPlayer() = 0; virtual bool isSimulationEnabled() const = 0; virtual void enableSimulation( const String &worldName, bool enable ) = 0; virtual void setTimeScale( const F32 timeScale ) = 0; virtual const F32 getTimeScale() const = 0; static PhysicsResetSignal& getPhysicsResetSignal() { return smPhysicsResetSignal; } virtual bool createWorld( const String &worldName ) = 0; virtual void destroyWorld( const String &worldName ) = 0; virtual PhysicsWorld* getWorld( const String &worldName ) const = 0; protected: /// Overload this to toggle any physics engine specific stuff /// when debug rendering is enabled or disabled. virtual void _onDebugDrawEnabled( bool enabled ) {} }; /// Helper macro for accessing the physics plugin. It will /// return NULL if no plugin is initialized. /// @see PhysicsPlugin #define PHYSICSMGR PhysicsPlugin::getSingleton() #endif // _T3D_PHYSICS_PHYSICSPLUGIN_H_