5d0a207ecb
blocks that were previously missed; and b) greatly increase my ohloh stats!
106 lines
3.4 KiB
C++
106 lines
3.4 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef _SUMOPhysicsEnvironment
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#define _SUMOPhysicsEnvironment
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#include "MT_Scalar.h"
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#include "PHY_IPhysicsEnvironment.h"
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class SumoPHYCallbackBridge;
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#include <vector>
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/**
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* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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class SumoPhysicsEnvironment : public PHY_IPhysicsEnvironment
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{
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class SM_Scene* m_sumoScene;
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float m_currentTime;
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float m_fixedTimeStep;
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bool m_useFixedTimeStep;
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std::vector<SumoPHYCallbackBridge*> m_callbacks;
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public:
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SumoPhysicsEnvironment();
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virtual ~SumoPhysicsEnvironment();
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virtual void beginFrame();
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virtual void endFrame();
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// Perform an integration step of duration 'timeStep'.
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virtual bool proceedDeltaTime(double curTime,float timeStep);
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virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
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virtual float getFixedTimeStep();
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virtual void setGravity(float x,float y,float z);
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virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,
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float axisX,float axisY,float axisZ,
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float axis1X=0,float axis1Y=0,float axis1Z=0,
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float axis2X=0,float axis2Y=0,float axis2Z=0
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);
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virtual void removeConstraint(int constraintid);
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//complex constraint for vehicles
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virtual PHY_IVehicle* getVehicleConstraint(int constraintId)
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{
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return 0;
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}
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virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
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float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);
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//gamelogic callbacks
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virtual void addSensor(PHY_IPhysicsController* ctrl);
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virtual void removeSensor(PHY_IPhysicsController* ctrl);
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virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
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virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
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virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
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virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
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virtual void setConstraintParam(int constraintId,int param,float value,float value1)
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{
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}
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SM_Scene* GetSumoScene()
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{
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return m_sumoScene;
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}
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protected:
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// 60Hz (Default)
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static MT_Scalar PhysicsTicRate;
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};
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#endif //_SUMOPhysicsEnvironment
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