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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_H
#define HPL_PHYSICS_BODY_H
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/scene/Entity3D.h"
namespace hpl {
class iPhysicsWorld;
class iCollideShape;
class iPhysicsMaterial;
class iLowLevelGraphics;
class cNode3D;
class cSoundEntity;
class iPhysicsJoint;
class cPhysicsContactData;
class iCharacterBody;
//------------------------------------------
class iPhysicsBody;
class iPhysicsBodyCallback {
public:
virtual ~iPhysicsBodyCallback() {}
virtual bool OnBeginCollision(iPhysicsBody *apBody, iPhysicsBody *apCollideBody) = 0;
virtual void OnCollide(iPhysicsBody *apBody, iPhysicsBody *apCollideBody,
cPhysicsContactData *apContactData) = 0;
};
typedef Common::List<iPhysicsBodyCallback *> tPhysicsBodyCallbackList;
typedef tPhysicsBodyCallbackList::iterator tPhysicsBodyCallbackListIt;
//------------------------------------------
class cSaveData_iCollideShape : public iSerializable {
kSerializableClassInit(cSaveData_iCollideShape) public : int mType;
cMatrixf m_mtxOffset;
cVector3f mvSize;
};
//------------------------------------------
kSaveData_ChildClass(iEntity3D, iPhysicsBody) {
kSaveData_ClassInit(iPhysicsBody) public : cContainerList<cSaveData_iCollideShape> mlstShapes;
tString msMaterial;
bool mbBlocksSound;
bool mbIsCharacter;
bool mbCollideCharacter;
cVector3f mvLinearVelocity;
cVector3f mvAngularVelocity;
float mfLinearDamping;
float mfAngularDamping;
float mfMaxLinearSpeed;
float mfMaxAngularSpeed;
float mfMass;
bool mbEnabled;
bool mbAutoDisable;
bool mbContinuousCollision;
bool mbGravity;
bool mbCollide;
virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
virtual int GetSaveCreatePrio();
};
//------------------------------------------
struct cPhysicsBody_Buoyancy {
cPhysicsBody_Buoyancy() : mbActive(false), mfDensity(1),
mfLinearViscosity(1), mfAngularViscosity(1) {}
bool mbActive;
float mfDensity;
float mfLinearViscosity;
float mfAngularViscosity;
cPlanef mSurface;
};
//------------------------------------------
class iPhysicsBody : public iEntity3D {
typedef iEntity3D super;
public:
iPhysicsBody(const tString &asName, iPhysicsWorld *apWorld, iCollideShape *apShape);
virtual ~iPhysicsBody();
void Destroy();
virtual void SetMaterial(iPhysicsMaterial *apMaterial) = 0;
iPhysicsMaterial *GetMaterial();
cNode3D *GetNode();
cNode3D *CreateNode();
iCollideShape *GetShape();
void AddJoint(iPhysicsJoint *apJoint);
iPhysicsJoint *GetJoint(int alIndex);
int GetJointNum();
void RemoveJoint(iPhysicsJoint *apJoint);
virtual void SetLinearVelocity(const cVector3f &avVel) = 0;
virtual cVector3f GetLinearVelocity() const = 0;
virtual void SetAngularVelocity(const cVector3f &avVel) = 0;
virtual cVector3f GetAngularVelocity() const = 0;
virtual void SetLinearDamping(float afDamping) = 0;
virtual float GetLinearDamping() const = 0;
virtual void SetAngularDamping(float afDamping) = 0;
virtual float GetAngularDamping() const = 0;
virtual void SetMaxLinearSpeed(float afSpeed) = 0;
virtual float GetMaxLinearSpeed() const = 0;
virtual void SetMaxAngularSpeed(float afDamping) = 0;
virtual float GetMaxAngularSpeed() const = 0;
virtual cMatrixf GetInertiaMatrix() = 0;
cVector3f GetVelocityAtPosition(cVector3f avPos);
virtual void SetMass(float afMass) = 0;
virtual float GetMass() const = 0;
virtual void SetMassCentre(const cVector3f &avCentre) = 0;
virtual cVector3f GetMassCentre() const = 0;
virtual void AddForce(const cVector3f &avForce) = 0;
virtual void AddForceAtPosition(const cVector3f &avForce, const cVector3f &avPos) = 0;
virtual void AddTorque(const cVector3f &avTorque) = 0;
virtual void AddImpulse(const cVector3f &avImpulse) = 0;
virtual void AddImpulseAtPosition(const cVector3f &avImpulse, const cVector3f &avPos) = 0;
virtual void SetEnabled(bool abEnabled) = 0;
virtual bool GetEnabled() const = 0;
virtual void SetAutoDisable(bool abEnabled) = 0;
virtual bool GetAutoDisable() const = 0;
#if 0
virtual void SetAutoDisableLinearThreshold(float afThresold) = 0;
virtual float GetAutoDisableLinearThreshold() const = 0;
virtual void SetAutoDisableAngularThreshold(float afThresold) = 0;
virtual float GetAutoDisableAngularThreshold() const = 0;
virtual void SetAutoDisableNumSteps(int alNum) = 0;
virtual int GetAutoDisableNumSteps() const = 0;
#endif
virtual void SetContinuousCollision(bool abOn) = 0;
virtual bool GetContinuousCollision() = 0;
virtual void SetGravity(bool abEnabled) = 0;
virtual bool GetGravity() const = 0;
virtual void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor) = 0;
void UpdateBeforeSimulate(float afTimeStep);
void UpdateAfterSimulate(float afTimeStep);
cBoundingVolume *GetBV() { return &mBoundingVolume; }
void SetBlocksSound(bool abX) { mbBlocksSound = abX; }
bool GetBlocksSound() { return mbBlocksSound; }
void SetBlocksLight(bool abX) { mbBlocksLight = abX; }
bool GetBlocksLight() { return mbBlocksLight; }
void SetScrapeSoundEntity(cSoundEntity *apEntity) { mpScrapeSoundEntity = apEntity; }
cSoundEntity *GetScrapeSoundEntity() { return mpScrapeSoundEntity; }
void SetScrapeBody(iPhysicsBody *apBody) { mpScrapeBody = apBody; }
iPhysicsBody *GetScrapeBody() { return mpScrapeBody; }
const cMatrixf &GetPreveScrapeMatrix() { return m_mtxPrevScrapeMatrix; }
void SetPreveScrapeMatrix(const cMatrixf &a_mtxMtx) { m_mtxPrevScrapeMatrix = a_mtxMtx; }
void SetRollSoundEntity(cSoundEntity *apEntity) { mpRollSoundEntity = apEntity; }
cSoundEntity *GetRollSoundEntity() { return mpRollSoundEntity; }
void SetHasImpact(bool abX) { mbHasImpact = abX; }
bool HasImpact() { return mbHasImpact; }
void SetHasSlide(bool abX) { mbHasSlide = abX; }
bool HasSlide() { return mbHasSlide; }
bool HasCollision() { return mbHasCollision; }
void SetUserData(void *apUserData) { mpUserData = apUserData; }
void *GetUserData() { return mpUserData; }
void AddBodyCallback(iPhysicsBodyCallback *apCallback);
void RemoveBodyCallback(iPhysicsBodyCallback *apCallback);
bool OnBeginCollision(iPhysicsBody *apBody);
void OnCollide(iPhysicsBody *apBody, cPhysicsContactData *apContactData);
void SetCollide(bool abX) { mbCollide = abX; }
bool GetCollide() { return mbCollide; }
void SetIsCharacter(bool abX) { mbIsCharacter = abX; }
bool IsCharacter() { return mbIsCharacter; }
void SetCollideCharacter(bool abX) { mbCollideCharacter = abX; }
bool GetCollideCharacter() { return mbCollideCharacter; }
void SetCharacterBody(iCharacterBody *apCharBody) { mpCharacterBody = apCharBody; }
iCharacterBody *GetCharacterBody() { return mpCharacterBody; }
void SetIsRagDoll(bool abX) { mbIsRagDoll = abX; }
bool IsRagDoll() { return mbIsRagDoll; }
void SetCollideRagDoll(bool abX) { mbCollideRagDoll = abX; }
bool GetCollideRagDoll() { return mbCollideRagDoll; }
void SetVolatile(bool abX) { mbVolatile = abX; }
bool IsVolatile() { return mbVolatile; }
void SetPushedByCharacterGravity(bool abX) { mbPushedByCharacterGravity = abX; }
bool GetPushedByCharacterGravity() { return mbPushedByCharacterGravity; }
void SetBuoyancyId(int alX) { mlBuoyancyId = alX; }
void SetBuoyancyActive(bool abX) { mBuoyancy.mbActive = abX; }
void SetBuoyancyDensity(float afX) { mBuoyancy.mfDensity = afX; }
void SetBuoyancyLinearViscosity(float afX) { mBuoyancy.mfLinearViscosity = afX; }
void SetBuoyancyAngularViscosity(float afX) { mBuoyancy.mfAngularViscosity = afX; }
void SetBuoyancySurface(const cPlanef &aP) { mBuoyancy.mSurface = aP; }
int GetBuoyancyId() { return mlBuoyancyId; }
bool GetBuoyancyActive() { return mBuoyancy.mbActive; }
float GetBuoyancyDensity() { return mBuoyancy.mfDensity; }
float GetBuoyancyLinearViscosity() { return mBuoyancy.mfLinearViscosity; }
float GetBuoyancyAngularViscosity() { return mBuoyancy.mfAngularViscosity; }
cPlanef SetBuoyancySurface() { return mBuoyancy.mSurface; }
void SetCanAttachCharacter(bool abX) { mbCanAttachCharacter = abX; }
bool GetCanAttachCharacter() { return mbCanAttachCharacter; }
void AddAttachedCharacter(iCharacterBody *apChar);
void RemoveAttachedCharacter(iCharacterBody *apChar);
iPhysicsWorld *GetWorld() { return mpWorld; }
void DisableAfterSimulation() { mbDisableAfterSimulation = true; }
// Entity implementation
tString GetEntityType() { return "Body"; }
// SaveObject implementation
virtual iSaveData *CreateSaveData();
virtual void SaveToSaveData(iSaveData *apSaveData);
virtual void LoadFromSaveData(iSaveData *apSaveData);
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
virtual void DeleteLowLevel() = 0;
protected:
void CreateSaveCollideShapes(cContainerList<cSaveData_iCollideShape> *apShapeList);
iPhysicsWorld *mpWorld;
iCollideShape *mpShape;
iPhysicsMaterial *mpMaterial;
cNode3D *mpNode;
iCharacterBody *mpCharacterBody;
Common::Array<iPhysicsJoint *> mvJoints;
Common::List<iCharacterBody *> mlstAttachedCharacters;
iPhysicsBody *mpScrapeBody;
cSoundEntity *mpScrapeSoundEntity;
cSoundEntity *mpRollSoundEntity;
cMatrixf m_mtxPrevScrapeMatrix;
bool mbHasImpact;
bool mbHasSlide;
int mlSlideCount;
int mlImpactCount;
bool mbPushedByCharacterGravity;
bool mbBlocksSound;
bool mbBlocksLight;
bool mbIsCharacter;
bool mbCollideCharacter;
bool mbIsRagDoll;
bool mbCollideRagDoll;
bool mbVolatile;
bool mbCanAttachCharacter;
cPhysicsBody_Buoyancy mBuoyancy;
int mlBuoyancyId;
bool mbDisableAfterSimulation;
bool mbHasCollision;
tPhysicsBodyCallbackList mlstBodyCallbacks;
void *mpUserData;
bool mbCollide;
};
} // namespace hpl
#endif // HPL_PHYSICS_BODY_H
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