File: PhysicsWorldNewton.h

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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_WORLD_NEWTON_H
#define HPL_PHYSICS_WORLD_NEWTON_H

#include "hpl1/engine/physics/PhysicsWorld.h"

#include "hpl1/engine/libraries/newton/Newton.h"

namespace hpl {
class cPhysicsWorldNewton : public iPhysicsWorld {
public:
	cPhysicsWorldNewton();
	~cPhysicsWorldNewton();

	void Simulate(float afTimeStep);

	void SetMaxTimeStep(float afTimeStep);
	float GetMaxTimeStep();

	void SetWorldSize(const cVector3f &avMin, const cVector3f &avMax);
	cVector3f GetWorldSizeMin();
	cVector3f GetWorldSizeMax();

	void SetGravity(const cVector3f &avGravity);
	cVector3f GetGravity();

	void SetAccuracyLevel(ePhysicsAccuracy aAccuracy);
	ePhysicsAccuracy GetAccuracyLevel();

	iCollideShape *CreateNullShape();
	iCollideShape *CreateBoxShape(const cVector3f &avSize, cMatrixf *apOffsetMtx);
	iCollideShape *CreateSphereShape(const cVector3f &avRadii, cMatrixf *apOffsetMtx);
	iCollideShape *CreateCylinderShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx);
	iCollideShape *CreateCapsuleShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx);
	iCollideShape *CreateMeshShape(iVertexBuffer *apVtxBuffer);
	iCollideShape *CreateCompundShape(tCollideShapeVec &avShapes);

	iPhysicsJointBall *CreateJointBall(const tString &asName, const cVector3f &avPivotPoint,
									   iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
	iPhysicsJointHinge *CreateJointHinge(const tString &asName, const cVector3f &avPivotPoint,
										 const cVector3f &avPinDir,
										 iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
	iPhysicsJointSlider *CreateJointSlider(const tString &asName, const cVector3f &avPivotPoint,
										   const cVector3f &avPinDir,
										   iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
	iPhysicsJointScrew *CreateJointScrew(const tString &asName, const cVector3f &avPivotPoint,
										 const cVector3f &avPinDir,
										 iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);

	iPhysicsBody *CreateBody(const tString &asName, iCollideShape *apShape);

	iCharacterBody *CreateCharacterBody(const tString &asName, const cVector3f &avSize);

	iPhysicsMaterial *CreateMaterial(const tString &asName);

	iPhysicsController *CreateController(const tString &asName);

	void CastRay(iPhysicsRayCallback *apCallback,
				 const cVector3f &avOrigin, const cVector3f &avEnd,
				 bool abCalcDist, bool abCalcNormal, bool abCalcPoint,
				 bool abUsePrefilter = false);

	bool CheckShapeCollision(iCollideShape *apShapeA, const cMatrixf &a_mtxA,
							 iCollideShape *apShapeB, const cMatrixf &a_mtxB,
							 cCollideData &aCollideData, int alMaxPoints, bool correctNormalDirection = false);

	void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor);

	NewtonWorld *GetNewtonWorld() { return mpNewtonWorld; }

private:
	NewtonWorld *mpNewtonWorld;

	float *mpTempPoints;
	float *mpTempNormals;
	float *mpTempDepths;

	cVector3f mvWorldSizeMin;
	cVector3f mvWorldSizeMax;
	cVector3f mvGravity;
	float mfMaxTimeStep;

	ePhysicsAccuracy mAccuracy;
};

} // namespace hpl

#endif // HPL_PHYSICS_WORLD_NEWTON_H