#ifndef CCDPHYSICSENVIRONMENT #define CCDPHYSICSENVIRONMENT #include "PHY_IPhysicsEnvironment.h" #include 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 class 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 m_controllers; std::vector m_p2pConstraints; std::vector m_wrapperVehicles; class CollisionWorld* m_collisionWorld; class ConstraintSolver* m_solver; bool m_scalingPropagated; }; #endif //CCDPHYSICSENVIRONMENT