/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_PHYSICS_WORLD_H #define HPL_PHYSICS_WORLD_H #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/system/SystemTypes.h" #include "common/stablemap.h" #include "hpl1/engine/physics/CollideData.h" #include "hpl1/engine/game/SaveGame.h" namespace hpl { class iCollideShape; class iVertexBuffer; class iPhysicsBody; class iLowLevelGraphics; class iPhysicsMaterial; class iCharacterBody; class iPhysicsJoint; class iPhysicsJointBall; class iPhysicsJointHinge; class iPhysicsJointScrew; class iPhysicsJointSlider; class iPhysicsController; class cWorld3D; class cBoundingVolume; typedef Common::List tCollideShapeList; typedef tCollideShapeList::iterator tCollideShapeListIt; typedef Common::Array tCollideShapeVec; typedef tCollideShapeVec::iterator tCollideShapeVecIt; typedef Common::List tPhysicsBodyList; typedef tPhysicsBodyList::iterator tPhysicsBodyListIt; typedef Common::List tPhysicsJointList; typedef tPhysicsJointList::iterator tPhysicsJointListIt; typedef Common::List tPhysicsControllerList; typedef tPhysicsControllerList::iterator tPhysicsControllerListIt; typedef Common::List tCharacterBodyList; typedef tCharacterBodyList::iterator tCharacterBodyListIt; typedef Common::StableMap tPhysicsMaterialMap; typedef tPhysicsMaterialMap::iterator tPhysicsMaterialMapIt; typedef cSTLMapIterator cPhysicsMaterialIterator; typedef cSTLIterator cPhysicsBodyIterator; typedef cSTLIterator cPhysicsJointIterator; enum ePhysicsAccuracy { ePhysicsAccuracy_Low, ePhysicsAccuracy_Medium, ePhysicsAccuracy_High, ePhysicsAccuracy_LastEnum }; //---------------------------------------------------- struct cPhysicsRayParams { constexpr cPhysicsRayParams() {} float mfT = 0; float mfDist = 0; cVector3f mvNormal = {0, 0, 0}; cVector3f mvPoint = {0, 0, 0}; }; class iPhysicsRayCallback { public: virtual ~iPhysicsRayCallback() = default; virtual bool BeforeIntersect(iPhysicsBody *pBody) { return true; } virtual bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) = 0; }; class iPhysicsWorldCollisionCallback { public: virtual ~iPhysicsWorldCollisionCallback() = default; virtual void OnCollision(iPhysicsBody *apBody, cCollideData *apCollideData) = 0; }; //---------------------------------------------------- class iPhysicsWorld { public: iPhysicsWorld(); virtual ~iPhysicsWorld(); //######################################################################################## //! \name General //######################################################################################## //! @{ void Update(float afTimeStep); virtual void Simulate(float afTimeStep) = 0; virtual void SetMaxTimeStep(float afTimeStep) = 0; virtual float GetMaxTimeStep() = 0; virtual void SetWorldSize(const cVector3f &avMin, const cVector3f &avMax) = 0; virtual cVector3f GetWorldSizeMin() = 0; virtual cVector3f GetWorldSizeMax() = 0; virtual void SetGravity(const cVector3f &avGravity) = 0; virtual cVector3f GetGravity() = 0; virtual void SetAccuracyLevel(ePhysicsAccuracy aAccuracy) = 0; virtual ePhysicsAccuracy GetAccuracyLevel() = 0; //! @} //######################################################################################## //! \name Shapes //######################################################################################## //! @{ virtual iCollideShape *CreateNullShape() = 0; virtual iCollideShape *CreateBoxShape(const cVector3f &avSize, cMatrixf *apOffsetMtx) = 0; virtual iCollideShape *CreateSphereShape(const cVector3f &avRadii, cMatrixf *apOffsetMtx) = 0; virtual iCollideShape *CreateCylinderShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx) = 0; virtual iCollideShape *CreateCapsuleShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx) = 0; virtual iCollideShape *CreateMeshShape(iVertexBuffer *apVtxBuffer) = 0; virtual iCollideShape *CreateCompundShape(tCollideShapeVec &avShapes) = 0; void DestroyShape(iCollideShape *apShape); //! @} //######################################################################################## //! \name Joints //######################################################################################## //! @{ virtual iPhysicsJointBall *CreateJointBall(const tString &asName, const cVector3f &avPivotPoint, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0; virtual iPhysicsJointHinge *CreateJointHinge(const tString &asName, const cVector3f &avPivotPoint, const cVector3f &avPinDir, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0; virtual iPhysicsJointSlider *CreateJointSlider(const tString &asName, const cVector3f &avPivotPoint, const cVector3f &avPinDir, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0; virtual iPhysicsJointScrew *CreateJointScrew(const tString &asName, const cVector3f &avPivotPoint, const cVector3f &avPinDir, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0; void DestroyJoint(iPhysicsJoint *apJoint); iPhysicsJoint *GetJoint(const tString &asName); cPhysicsJointIterator GetJointIterator(); //! @} //######################################################################################## //! \name Materials //######################################################################################## //! @{ virtual iPhysicsMaterial *CreateMaterial(const tString &asName) = 0; iPhysicsMaterial *GetMaterialFromName(const tString &asName); cPhysicsMaterialIterator GetMaterialIterator(); //! @} //######################################################################################## //! \name Bodies //######################################################################################## //! @{ virtual iPhysicsBody *CreateBody(const tString &asName, iCollideShape *apShape) = 0; void DestroyBody(iPhysicsBody *apBody); iPhysicsBody *GetBody(const tString &asName); cPhysicsBodyIterator GetBodyIterator(); virtual iCharacterBody *CreateCharacterBody(const tString &asName, const cVector3f &avSize) = 0; void DestroyCharacterBody(iCharacterBody *apBody); iPhysicsBody *GetCharacterBody(const tString &asName); void GetBodiesInBV(cBoundingVolume *apBV, tPhysicsBodyList *apBodyList); void EnableBodiesInBV(cBoundingVolume *apBV, bool abEnabled); //! @} //######################################################################################## //! \name Tools //######################################################################################## //! @{ void SetLogDebug(bool abX) { mbLogDebug = abX; } bool GetLogDebug() { return mbLogDebug; } void AddSaveData(cSaveDataHandler *apHandler); virtual iPhysicsController *CreateController(const tString &asName) = 0; void DestroyController(iPhysicsController *apController); tCollidePointVec *GetContactPoints() { return &mvContactPoints; } void SetSaveContactPoints(bool abX) { mbSaveContactPoints = abX; } bool GetSaveContactPoints() { return mbSaveContactPoints; } void RenderContactPoints(iLowLevelGraphics *apLowLevel, const cColor &aPointColor, const cColor &aLineColor); virtual void CastRay(iPhysicsRayCallback *apCallback, const cVector3f &avOrigin, const cVector3f &avEnd, bool abCalcDist, bool abCalcNormal, bool abCalcPoint, bool abUsePrefilter = false) = 0; virtual void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor) = 0; virtual bool CheckShapeCollision(iCollideShape *apShapeA, const cMatrixf &a_mtxA, iCollideShape *apShapeB, const cMatrixf &a_mtxB, cCollideData &aCollideData, int alMaxPoints, bool correctNormalDirection = false) = 0; bool CheckShapeWorldCollision(cVector3f *apNewPos, iCollideShape *apShape, const cMatrixf &a_mtxTransform, iPhysicsBody *apSkipBody = NULL, bool abSkipStatic = false, bool abIsCharacter = false, iPhysicsWorldCollisionCallback *apCallback = NULL, bool abCollideCharacter = true, bool abDebug = false); void DestroyAll(); cWorld3D *GetWorld3D() { return mpWorld3D; } void SetWorld3D(cWorld3D *apWorld3D) { mpWorld3D = apWorld3D; } //! @} protected: tCollideShapeList mlstShapes; tPhysicsBodyList mlstBodies; tCharacterBodyList mlstCharBodies; tPhysicsMaterialMap m_mapMaterials; tPhysicsJointList mlstJoints; tPhysicsControllerList mlstControllers; cWorld3D *mpWorld3D; bool mbLogDebug; tCollidePointVec mvContactPoints; bool mbSaveContactPoints; }; } // namespace hpl #endif // HPL_PHYSICS_WORLD_H