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2026-02-02 04:50:13 +01:00

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C++

/* 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_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<iCollideShape *> tCollideShapeList;
typedef tCollideShapeList::iterator tCollideShapeListIt;
typedef Common::Array<iCollideShape *> tCollideShapeVec;
typedef tCollideShapeVec::iterator tCollideShapeVecIt;
typedef Common::List<iPhysicsBody *> tPhysicsBodyList;
typedef tPhysicsBodyList::iterator tPhysicsBodyListIt;
typedef Common::List<iPhysicsJoint *> tPhysicsJointList;
typedef tPhysicsJointList::iterator tPhysicsJointListIt;
typedef Common::List<iPhysicsController *> tPhysicsControllerList;
typedef tPhysicsControllerList::iterator tPhysicsControllerListIt;
typedef Common::List<iCharacterBody *> tCharacterBodyList;
typedef tCharacterBodyList::iterator tCharacterBodyListIt;
typedef Common::StableMap<tString, iPhysicsMaterial *> tPhysicsMaterialMap;
typedef tPhysicsMaterialMap::iterator tPhysicsMaterialMapIt;
typedef cSTLMapIterator<iPhysicsMaterial *, tPhysicsMaterialMap, tPhysicsMaterialMapIt> cPhysicsMaterialIterator;
typedef cSTLIterator<iPhysicsBody *, tPhysicsBodyList, tPhysicsBodyListIt> cPhysicsBodyIterator;
typedef cSTLIterator<iPhysicsJoint *, tPhysicsJointList, tPhysicsJointListIt> 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