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engines/hpl1/engine/physics/PhysicsWorld.h
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273
engines/hpl1/engine/physics/PhysicsWorld.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_PHYSICS_WORLD_H
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#define HPL_PHYSICS_WORLD_H
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "common/stablemap.h"
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#include "hpl1/engine/physics/CollideData.h"
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#include "hpl1/engine/game/SaveGame.h"
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namespace hpl {
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class iCollideShape;
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class iVertexBuffer;
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class iPhysicsBody;
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class iLowLevelGraphics;
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class iPhysicsMaterial;
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class iCharacterBody;
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class iPhysicsJoint;
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class iPhysicsJointBall;
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class iPhysicsJointHinge;
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class iPhysicsJointScrew;
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class iPhysicsJointSlider;
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class iPhysicsController;
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class cWorld3D;
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class cBoundingVolume;
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typedef Common::List<iCollideShape *> tCollideShapeList;
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typedef tCollideShapeList::iterator tCollideShapeListIt;
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typedef Common::Array<iCollideShape *> tCollideShapeVec;
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typedef tCollideShapeVec::iterator tCollideShapeVecIt;
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typedef Common::List<iPhysicsBody *> tPhysicsBodyList;
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typedef tPhysicsBodyList::iterator tPhysicsBodyListIt;
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typedef Common::List<iPhysicsJoint *> tPhysicsJointList;
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typedef tPhysicsJointList::iterator tPhysicsJointListIt;
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typedef Common::List<iPhysicsController *> tPhysicsControllerList;
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typedef tPhysicsControllerList::iterator tPhysicsControllerListIt;
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typedef Common::List<iCharacterBody *> tCharacterBodyList;
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typedef tCharacterBodyList::iterator tCharacterBodyListIt;
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typedef Common::StableMap<tString, iPhysicsMaterial *> tPhysicsMaterialMap;
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typedef tPhysicsMaterialMap::iterator tPhysicsMaterialMapIt;
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typedef cSTLMapIterator<iPhysicsMaterial *, tPhysicsMaterialMap, tPhysicsMaterialMapIt> cPhysicsMaterialIterator;
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typedef cSTLIterator<iPhysicsBody *, tPhysicsBodyList, tPhysicsBodyListIt> cPhysicsBodyIterator;
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typedef cSTLIterator<iPhysicsJoint *, tPhysicsJointList, tPhysicsJointListIt> cPhysicsJointIterator;
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enum ePhysicsAccuracy {
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ePhysicsAccuracy_Low,
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ePhysicsAccuracy_Medium,
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ePhysicsAccuracy_High,
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ePhysicsAccuracy_LastEnum
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};
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//----------------------------------------------------
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struct cPhysicsRayParams {
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constexpr cPhysicsRayParams() {}
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float mfT = 0;
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float mfDist = 0;
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cVector3f mvNormal = {0, 0, 0};
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cVector3f mvPoint = {0, 0, 0};
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};
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class iPhysicsRayCallback {
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public:
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virtual ~iPhysicsRayCallback() = default;
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virtual bool BeforeIntersect(iPhysicsBody *pBody) { return true; }
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virtual bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) = 0;
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};
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class iPhysicsWorldCollisionCallback {
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public:
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virtual ~iPhysicsWorldCollisionCallback() = default;
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virtual void OnCollision(iPhysicsBody *apBody, cCollideData *apCollideData) = 0;
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};
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//----------------------------------------------------
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class iPhysicsWorld {
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public:
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iPhysicsWorld();
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virtual ~iPhysicsWorld();
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//########################################################################################
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//! \name General
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//########################################################################################
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//! @{
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void Update(float afTimeStep);
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virtual void Simulate(float afTimeStep) = 0;
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virtual void SetMaxTimeStep(float afTimeStep) = 0;
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virtual float GetMaxTimeStep() = 0;
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virtual void SetWorldSize(const cVector3f &avMin, const cVector3f &avMax) = 0;
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virtual cVector3f GetWorldSizeMin() = 0;
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virtual cVector3f GetWorldSizeMax() = 0;
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virtual void SetGravity(const cVector3f &avGravity) = 0;
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virtual cVector3f GetGravity() = 0;
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virtual void SetAccuracyLevel(ePhysicsAccuracy aAccuracy) = 0;
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virtual ePhysicsAccuracy GetAccuracyLevel() = 0;
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//! @}
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//########################################################################################
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//! \name Shapes
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//########################################################################################
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//! @{
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virtual iCollideShape *CreateNullShape() = 0;
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virtual iCollideShape *CreateBoxShape(const cVector3f &avSize, cMatrixf *apOffsetMtx) = 0;
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virtual iCollideShape *CreateSphereShape(const cVector3f &avRadii, cMatrixf *apOffsetMtx) = 0;
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virtual iCollideShape *CreateCylinderShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx) = 0;
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virtual iCollideShape *CreateCapsuleShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx) = 0;
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virtual iCollideShape *CreateMeshShape(iVertexBuffer *apVtxBuffer) = 0;
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virtual iCollideShape *CreateCompundShape(tCollideShapeVec &avShapes) = 0;
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void DestroyShape(iCollideShape *apShape);
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//! @}
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//########################################################################################
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//! \name Joints
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//########################################################################################
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//! @{
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virtual iPhysicsJointBall *CreateJointBall(const tString &asName,
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const cVector3f &avPivotPoint,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
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virtual iPhysicsJointHinge *CreateJointHinge(const tString &asName,
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const cVector3f &avPivotPoint, const cVector3f &avPinDir,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
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virtual iPhysicsJointSlider *CreateJointSlider(const tString &asName,
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const cVector3f &avPivotPoint, const cVector3f &avPinDir,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
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virtual iPhysicsJointScrew *CreateJointScrew(const tString &asName,
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const cVector3f &avPivotPoint, const cVector3f &avPinDir,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
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void DestroyJoint(iPhysicsJoint *apJoint);
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iPhysicsJoint *GetJoint(const tString &asName);
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cPhysicsJointIterator GetJointIterator();
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//! @}
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//########################################################################################
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//! \name Materials
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//########################################################################################
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//! @{
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virtual iPhysicsMaterial *CreateMaterial(const tString &asName) = 0;
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iPhysicsMaterial *GetMaterialFromName(const tString &asName);
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cPhysicsMaterialIterator GetMaterialIterator();
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//! @}
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//########################################################################################
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//! \name Bodies
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//########################################################################################
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//! @{
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virtual iPhysicsBody *CreateBody(const tString &asName, iCollideShape *apShape) = 0;
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void DestroyBody(iPhysicsBody *apBody);
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iPhysicsBody *GetBody(const tString &asName);
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cPhysicsBodyIterator GetBodyIterator();
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virtual iCharacterBody *CreateCharacterBody(const tString &asName, const cVector3f &avSize) = 0;
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void DestroyCharacterBody(iCharacterBody *apBody);
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iPhysicsBody *GetCharacterBody(const tString &asName);
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void GetBodiesInBV(cBoundingVolume *apBV, tPhysicsBodyList *apBodyList);
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void EnableBodiesInBV(cBoundingVolume *apBV, bool abEnabled);
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//! @}
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//########################################################################################
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//! \name Tools
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//########################################################################################
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//! @{
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void SetLogDebug(bool abX) { mbLogDebug = abX; }
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bool GetLogDebug() { return mbLogDebug; }
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void AddSaveData(cSaveDataHandler *apHandler);
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virtual iPhysicsController *CreateController(const tString &asName) = 0;
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void DestroyController(iPhysicsController *apController);
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tCollidePointVec *GetContactPoints() { return &mvContactPoints; }
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void SetSaveContactPoints(bool abX) { mbSaveContactPoints = abX; }
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bool GetSaveContactPoints() { return mbSaveContactPoints; }
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void RenderContactPoints(iLowLevelGraphics *apLowLevel, const cColor &aPointColor,
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const cColor &aLineColor);
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virtual void CastRay(iPhysicsRayCallback *apCallback,
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const cVector3f &avOrigin, const cVector3f &avEnd,
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bool abCalcDist, bool abCalcNormal, bool abCalcPoint,
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bool abUsePrefilter = false) = 0;
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virtual void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor) = 0;
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virtual bool CheckShapeCollision(iCollideShape *apShapeA, const cMatrixf &a_mtxA,
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iCollideShape *apShapeB, const cMatrixf &a_mtxB,
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cCollideData &aCollideData, int alMaxPoints,
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bool correctNormalDirection = false) = 0;
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bool CheckShapeWorldCollision(cVector3f *apNewPos,
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iCollideShape *apShape, const cMatrixf &a_mtxTransform,
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iPhysicsBody *apSkipBody = NULL, bool abSkipStatic = false,
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bool abIsCharacter = false,
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iPhysicsWorldCollisionCallback *apCallback = NULL,
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bool abCollideCharacter = true,
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bool abDebug = false);
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void DestroyAll();
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cWorld3D *GetWorld3D() { return mpWorld3D; }
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void SetWorld3D(cWorld3D *apWorld3D) { mpWorld3D = apWorld3D; }
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//! @}
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protected:
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tCollideShapeList mlstShapes;
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tPhysicsBodyList mlstBodies;
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tCharacterBodyList mlstCharBodies;
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tPhysicsMaterialMap m_mapMaterials;
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tPhysicsJointList mlstJoints;
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tPhysicsControllerList mlstControllers;
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cWorld3D *mpWorld3D;
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bool mbLogDebug;
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tCollidePointVec mvContactPoints;
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bool mbSaveContactPoints;
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};
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} // namespace hpl
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#endif // HPL_PHYSICS_WORLD_H
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