#ifndef CCDPHYSICSENVIRONMENT #define CCDPHYSICSENVIRONMENT #include "PHY_IPhysicsEnvironment.h" #include class CcdPhysicsController; #include "SimdVector3.h" struct PHY_IPhysicsDebugDraw { virtual void DrawLine(const SimdVector3& from,const SimdVector3& to,const SimdVector3& color)=0; }; class Point2PointConstraint; class ToiContactDispatcher; class Dispatcher; //#include "BroadphaseInterface.h" class Vehicle; class PersistentManifold; class BroadphaseInterface; /// 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; BroadphaseInterface* m_broadphase; PHY_IPhysicsDebugDraw* m_debugDrawer; public: CcdPhysicsEnvironment(ToiContactDispatcher* dispatcher=0, BroadphaseInterface* broadphase=0); virtual ~CcdPhysicsEnvironment(); ///////////////////////////////////// //PHY_IPhysicsEnvironment interface ///////////////////////////////////// /// Perform an integration step of duration 'timeStep'. virtual void setDebugDrawer(PHY_IPhysicsDebugDraw* debugDrawer) { m_debugDrawer = debugDrawer; } virtual void beginFrame() {}; virtual void endFrame() {}; /// Perform an integration step of duration 'timeStep'. virtual bool proceedDeltaTime(double curTime,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 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); 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() { return m_broadphase; } Dispatcher* GetDispatcher(); int GetNumControllers(); CcdPhysicsController* GetPhysicsController( int index); int GetNumManifolds() const; const PersistentManifold* GetManifold(int index) const; private: void UpdateActivationState(); void SyncMotionStates(float timeStep); std::vector m_controllers; std::vector m_p2pConstraints; std::vector m_vehicles; class ToiContactDispatcher* m_dispatcher; bool m_scalingPropagated; }; #endif //CCDPHYSICSENVIRONMENT