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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_PHYSICS_BODY_NEWTON_H
#define HPL_PHYSICS_BODY_NEWTON_H
#include "hpl1/engine/libraries/newton/Newton.h"
#include "hpl1/engine/physics/PhysicsBody.h"
namespace hpl {
class cPhysicsBodyNewtonCallback : public iEntityCallback {
void OnTransformUpdate(iEntity3D *apEntity);
};
class cPhysicsBodyNewton : public iPhysicsBody {
friend class cPhysicsBodyNewtonCallback;
public:
cPhysicsBodyNewton(const tString &asName, iPhysicsWorld *apWorld, iCollideShape *apShape);
~cPhysicsBodyNewton();
void SetMaterial(iPhysicsMaterial *apMaterial);
void SetLinearVelocity(const cVector3f &avVel);
cVector3f GetLinearVelocity() const;
void SetAngularVelocity(const cVector3f &avVel);
cVector3f GetAngularVelocity() const;
void SetLinearDamping(float afDamping);
float GetLinearDamping() const;
void SetAngularDamping(float afDamping);
float GetAngularDamping() const;
void SetMaxLinearSpeed(float afSpeed);
float GetMaxLinearSpeed() const;
void SetMaxAngularSpeed(float afDamping);
float GetMaxAngularSpeed() const;
cMatrixf GetInertiaMatrix();
void SetMass(float afMass);
float GetMass() const;
void SetMassCentre(const cVector3f &avCentre);
cVector3f GetMassCentre() const;
void AddForce(const cVector3f &avForce);
void AddForceAtPosition(const cVector3f &avForce, const cVector3f &avPos);
void AddTorque(const cVector3f &avTorque);
void AddImpulse(const cVector3f &avImpulse);
void AddImpulseAtPosition(const cVector3f &avImpulse, const cVector3f &avPos);
void SetEnabled(bool abEnabled);
bool GetEnabled() const;
void SetAutoDisable(bool abEnabled);
bool GetAutoDisable() const;
#if 0
void SetAutoDisableLinearThreshold(float afThresold);
float GetAutoDisableLinearThreshold() const;
void SetAutoDisableAngularThreshold(float afThresold);
float GetAutoDisableAngularThreshold() const;
void SetAutoDisableNumSteps(int alNum);
int GetAutoDisableNumSteps() const;
#endif
void SetContinuousCollision(bool abOn);
bool GetContinuousCollision();
void SetGravity(bool abEnabled);
bool GetGravity() const;
void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor);
NewtonBody *GetNewtonBody() { return mpNewtonBody; }
void ClearForces();
void DeleteLowLevel();
static void SetUseCallback(bool abX) { mbUseCallback = abX; }
private:
static int BuoyancyPlaneCallback(const int32 alCollisionID, void *apContext,
const float *afGlobalSpaceMatrix, float *afGlobalSpacePlane);
static void OnTransformCallback(const NewtonBody *apBody, const dFloat *apMatrix, int32);
static void OnUpdateCallback(NewtonBody *apBody, float, int32);
NewtonBody *mpNewtonBody;
NewtonWorld *mpNewtonWorld;
cPhysicsBodyNewtonCallback *mpCallback;
static bool mbUseCallback;
// Properties
bool mbGravity;
float mfMaxLinearSpeed;
float mfMaxAngularSpeed;
float mfMass;
float mfAutoDisableLinearThreshold;
float mfAutoDisableAngularThreshold;
int mlAutoDisableNumSteps;
// Forces that will be set and clear on update callback
cVector3f mvTotalForce;
cVector3f mvTotalTorque;
};
} // namespace hpl
#endif // HPL_PHYSICS_BODY_NEWTON_H
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