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- //-----------------------------------------------------------------------------
- // 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<PhysicsObject*( const SceneObject *)> CreatePhysicsObjectFn;
- typedef Map<StringNoCase, CreatePhysicsObjectFn> CreateFnMap;
- ///
- class PhysicsPlugin
- {
- protected:
- /// The current active physics plugin.
- static PhysicsPlugin* smSingleton;
- static PhysicsResetSignal smPhysicsResetSignal;
- // Our map of Strings to PhysicsWorld pointers.
- Map<StringNoCase, PhysicsWorld*> mPhysicsWorldLookup;
- static String smServerWorldName;
- static String smClientWorldName;
- /// A SimSet of objects to delete before the
- /// physics reset/restore event occurs.
- SimObjectPtr<SimSet> 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_
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