//----------------------------------------------------------------------------- // 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_PHYSICSWORLD_H_ #define _T3D_PHYSICS_PHYSICSWORLD_H_ #ifndef _SIGNAL_H_ #include "core/util/tSignal.h" #endif #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif class ProcessList; class Point3F; struct RayInfo; class SceneRenderState; class PhysicsBody; class PhysicsWorld { protected: Signal mStaticChangedSignal; Signal mUpdateSignal; /// The current gravity force. Point3F mGravity; /// Gpu acceleration static bool smGpuEnabled; public: /// The constructor. PhysicsWorld(); /// The destructor. virtual ~PhysicsWorld() {}; /// Signal& getUpdateSignal() { return mUpdateSignal; } // Called when a static body in the scene has been removed. Signal& getStaticChangedSignal() { return mStaticChangedSignal; } /// Overloaded to do debug drawing. /// /// It is assumed the GFX state is setup prior to this call for /// rendering in world space. /// virtual void onDebugDraw( const SceneRenderState *state ) = 0; /// Prepare the physics world for use. virtual bool initWorld( bool isServer, ProcessList *processList ) = 0; /// Tears down the physics world destroying any existing /// bodies, joints, and controllers. virtual void destroyWorld() = 0; /// virtual void reset() = 0; /// Returns true if the physics world is active and simulating. virtual bool isEnabled() const = 0; /// Returns the active gravity force. const Point3F& getGravity() const { return mGravity; } /// An abstract way to raycast into any type of PhysicsWorld, in a way /// that mirrors a Torque-style raycast. // /// This method is not fully developed or very sophisticated. For example, /// there is no system of collision groups or raycast masks, which could /// be very complex to write in a PhysicsPlugin-Abstract way... // // Optional forceAmt parameter will also apply a force to hit objects. virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse ) = 0; /// enum BodyType { BT_Static = BIT( 0 ), BT_Dynamic = BIT( 1 ), BT_Player = BIT( 2 ), BT_All = BT_Static | BT_Dynamic | BT_Player }; /// virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All ) = 0; virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude ) = 0; /// Physics timing static F32 smPhysicsStepTime; static U32 smPhysicsMaxSubSteps; /// Gpu acceleration static bool isGpuEnabled() { return smGpuEnabled; } }; #endif // _T3D_PHYSICS_PHYSICSWORLD_H_