/* 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_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