Welcome to mirror list, hosted at ThFree Co, Russian Federation.

CcdPhysicsEnvironment.h « Bullet « Physics « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 49061197a9837c1d7fd3a6d2a53fc88673bc6dcd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
#ifndef CCDPHYSICSENVIRONMENT
#define CCDPHYSICSENVIRONMENT

#include "PHY_IPhysicsEnvironment.h"
#include <vector>
class CcdPhysicsController;
#include "SimdVector3.h"



class Point2PointConstraint;
class CollisionDispatcher;
class Dispatcher;
//#include "BroadphaseInterface.h"

//switch on/off new vehicle support
//#define NEW_BULLET_VEHICLE_SUPPORT 1

#include "ConstraintSolver/ContactSolverInfo.h"

class WrapperVehicle;
class PersistentManifold;
class BroadphaseInterface;
class IDebugDraw;

/// Physics Environment takes care of stepping the simulation and is a container for physics entities.
/// It stores rigidbodies,constraints, materials etc.
/// A derived class may be able to 'construct' entities by loading and/or converting
class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
{
	SimdVector3 m_gravity;
	
	IDebugDraw*	m_debugDrawer;
	int	m_numIterations;
	int	m_ccdMode;
	int	m_solverType;
	
	ContactSolverInfo	m_solverInfo;

	public:
		CcdPhysicsEnvironment(CollisionDispatcher* dispatcher=0, BroadphaseInterface* broadphase=0);

		virtual		~CcdPhysicsEnvironment();

		/////////////////////////////////////
		//PHY_IPhysicsEnvironment interface
		/////////////////////////////////////

		/// Perform an integration step of duration 'timeStep'.

		virtual void setDebugDrawer(IDebugDraw* debugDrawer)
		{
			m_debugDrawer = debugDrawer;
		}

		virtual void		setNumIterations(int numIter);
		virtual void		setDeactivationTime(float dTime);
		virtual	void		setDeactivationLinearTreshold(float linTresh) ;
		virtual	void		setDeactivationAngularTreshold(float angTresh) ;
		virtual void		setContactBreakingTreshold(float contactBreakingTreshold) ;
		virtual void		setCcdMode(int ccdMode);
		virtual void		setSolverType(int solverType);
		virtual void		setSolverSorConstant(float sor);
		virtual void		setSolverTau(float tau);
		virtual void		setSolverDamping(float damping);
		virtual void		setLinearAirDamping(float damping);
		virtual void		setUseEpa(bool epa) ;

		virtual	void		beginFrame();
		virtual void		endFrame() {};
		/// Perform an integration step of duration 'timeStep'.
		virtual	bool		proceedDeltaTime(double curTime,float timeStep);
		bool				proceedDeltaTimeOneStep(float timeStep);

		virtual	void		setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep){};
		//returns 0.f if no fixed timestep is used

		virtual	float		getFixedTimeStep(){ return 0.f;};

		virtual void		setDebugMode(int debugMode);

		virtual	void		setGravity(float x,float y,float z);

		virtual int			createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
			float pivotX,float pivotY,float pivotZ,
			float axisX,float axisY,float axisZ);
	    virtual void		removeConstraint(int	constraintid);

#ifdef NEW_BULLET_VEHICLE_SUPPORT
		//complex constraint for vehicles
		virtual PHY_IVehicle*	getVehicleConstraint(int constraintId);
#else
		virtual PHY_IVehicle*	getVehicleConstraint(int constraintId)
		{
			return 0;
		}
#endif //NEW_BULLET_VEHICLE_SUPPORT

		virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ, 
										float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);


		//Methods for gamelogic collision/physics callbacks
		//todo:
		virtual void addSensor(PHY_IPhysicsController* ctrl) {};
		virtual void removeSensor(PHY_IPhysicsController* ctrl){};
		virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user){};
		virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl){};
		virtual PHY_IPhysicsController*	CreateSphereController(float radius,const PHY__Vector3& position) {return 0;};
		virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight){ return 0;};
	

		virtual int	getNumContactPoints();

		virtual void getContactPoint(int i,float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);

		//////////////////////
		//CcdPhysicsEnvironment interface
		////////////////////////
	
		void	addCcdPhysicsController(CcdPhysicsController* ctrl);

		void	removeCcdPhysicsController(CcdPhysicsController* ctrl);

		BroadphaseInterface*	GetBroadphase();

		CollisionDispatcher* GetDispatcher();
		
		const CollisionDispatcher* GetDispatcher() const;


		int	GetNumControllers();

		CcdPhysicsController* GetPhysicsController( int index);

		int	GetNumManifolds() const;

		const PersistentManifold*	GetManifold(int index) const;

	private:
		
		
		void	SyncMotionStates(float timeStep);
		
		std::vector<CcdPhysicsController*> m_controllers;

		std::vector<Point2PointConstraint*> m_p2pConstraints;

		std::vector<WrapperVehicle*>	m_wrapperVehicles;

		class CollisionWorld*	m_collisionWorld;
		
		class ConstraintSolver*	m_solver;

		bool	m_scalingPropagated;


};

#endif //CCDPHYSICSENVIRONMENT