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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_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<void()> mStaticChangedSignal;
- Signal<void()> mUpdateSignal;
- /// The current gravity force.
- Point3F mGravity;
- /// Gpu acceleration
- static bool smGpuEnabled;
- public:
- /// The constructor.
- PhysicsWorld();
- /// The destructor.
- virtual ~PhysicsWorld() {};
- ///
- Signal<void()>& getUpdateSignal() { return mUpdateSignal; }
- // Called when a static body in the scene has been removed.
- Signal<void()>& 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_
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