/** * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * 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 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #ifndef _IPHYSICSENVIRONMENT #define _IPHYSICSENVIRONMENT #include #include "PHY_DynamicTypes.h" class PHY_IVehicle; /** * Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.) * A derived class may be able to 'construct' entities by loading and/or converting */ class PHY_IPhysicsEnvironment { public: virtual ~PHY_IPhysicsEnvironment(); virtual void beginFrame() = 0; virtual void endFrame() = 0; /// Perform an integration step of duration 'timeStep'. virtual bool proceedDeltaTime(double curTime,float timeStep)=0; virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0; //returns 0.f if no fixed timestep is used virtual float getFixedTimeStep()=0; ///setDebugMode is used to support several ways of debug lines, contact point visualization virtual void setDebugMode(int debugMode) {} ///setNumIterations set the number of iterations for iterative solvers virtual void setNumIterations(int numIter) {} ///setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance. virtual void setNumTimeSubSteps(int numTimeSubSteps){} ///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated virtual void setDeactivationTime(float dTime) {} ///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime virtual void setDeactivationLinearTreshold(float linTresh) {} ///setDeactivationAngularTreshold sets the angular velocity treshold, see setDeactivationTime virtual void setDeactivationAngularTreshold(float angTresh) {} ///setContactBreakingTreshold sets tresholds to do with contact point management virtual void setContactBreakingTreshold(float contactBreakingTreshold) {} ///continuous collision detection mode, very experimental for Bullet virtual void setCcdMode(int ccdMode) {} ///successive overrelaxation constant, in case PSOR is used, values in between 1 and 2 guarantee converging behaviour virtual void setSolverSorConstant(float sor) {} ///setSolverType, internal setting, chooses solvertype, PSOR, Dantzig, impulse based, penalty based virtual void setSolverType(int solverType) {} ///setTau sets the spring constant of a penalty based solver virtual void setSolverTau(float tau) {} ///setDamping sets the damper constant of a penalty based solver virtual void setSolverDamping(float damping) {} ///linear air damping for rigidbodies virtual void setLinearAirDamping(float damping) {} /// penetrationdepth setting virtual void setUseEpa(bool epa) {} virtual void setGravity(float x,float y,float z)=0; 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)=0; virtual void removeConstraint(int constraintid)=0; virtual float getAppliedImpulse(int constraintid){ return 0.f;} //complex constraint for vehicles virtual PHY_IVehicle* getVehicleConstraint(int constraintId) =0; 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)=0; //Methods for gamelogic collision/physics callbacks //todo: virtual void addSensor(PHY_IPhysicsController* ctrl)=0; virtual void removeSensor(PHY_IPhysicsController* ctrl)=0; virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0; virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0; virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0; virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0; }; #endif //_IPHYSICSENVIRONMENT