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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
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