115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
/* 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_NEWTON_H
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#define HPL_PHYSICS_WORLD_NEWTON_H
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#include "hpl1/engine/physics/PhysicsWorld.h"
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#include "hpl1/engine/libraries/newton/Newton.h"
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namespace hpl {
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class cPhysicsWorldNewton : public iPhysicsWorld {
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public:
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cPhysicsWorldNewton();
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~cPhysicsWorldNewton();
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void Simulate(float afTimeStep);
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void SetMaxTimeStep(float afTimeStep);
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float GetMaxTimeStep();
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void SetWorldSize(const cVector3f &avMin, const cVector3f &avMax);
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cVector3f GetWorldSizeMin();
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cVector3f GetWorldSizeMax();
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void SetGravity(const cVector3f &avGravity);
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cVector3f GetGravity();
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void SetAccuracyLevel(ePhysicsAccuracy aAccuracy);
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ePhysicsAccuracy GetAccuracyLevel();
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iCollideShape *CreateNullShape();
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iCollideShape *CreateBoxShape(const cVector3f &avSize, cMatrixf *apOffsetMtx);
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iCollideShape *CreateSphereShape(const cVector3f &avRadii, cMatrixf *apOffsetMtx);
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iCollideShape *CreateCylinderShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx);
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iCollideShape *CreateCapsuleShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx);
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iCollideShape *CreateMeshShape(iVertexBuffer *apVtxBuffer);
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iCollideShape *CreateCompundShape(tCollideShapeVec &avShapes);
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iPhysicsJointBall *CreateJointBall(const tString &asName, const cVector3f &avPivotPoint,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
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iPhysicsJointHinge *CreateJointHinge(const tString &asName, const cVector3f &avPivotPoint,
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const cVector3f &avPinDir,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
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iPhysicsJointSlider *CreateJointSlider(const tString &asName, const cVector3f &avPivotPoint,
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const cVector3f &avPinDir,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
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iPhysicsJointScrew *CreateJointScrew(const tString &asName, const cVector3f &avPivotPoint,
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const cVector3f &avPinDir,
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iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
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iPhysicsBody *CreateBody(const tString &asName, iCollideShape *apShape);
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iCharacterBody *CreateCharacterBody(const tString &asName, const cVector3f &avSize);
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iPhysicsMaterial *CreateMaterial(const tString &asName);
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iPhysicsController *CreateController(const tString &asName);
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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);
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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, bool correctNormalDirection = false);
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void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor);
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NewtonWorld *GetNewtonWorld() { return mpNewtonWorld; }
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private:
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NewtonWorld *mpNewtonWorld;
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float *mpTempPoints;
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float *mpTempNormals;
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float *mpTempDepths;
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cVector3f mvWorldSizeMin;
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cVector3f mvWorldSizeMax;
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cVector3f mvGravity;
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float mfMaxTimeStep;
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ePhysicsAccuracy mAccuracy;
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};
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} // namespace hpl
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#endif // HPL_PHYSICS_WORLD_NEWTON_H
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