blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
Erwin Coumans 6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00

140 lines
4.4 KiB
C++

#ifndef CCDPHYSICSENVIRONMENT
#define CCDPHYSICSENVIRONMENT
#include "PHY_IPhysicsEnvironment.h"
#include <vector>
class CcdPhysicsController;
#include "SimdVector3.h"
class Point2PointConstraint;
class ToiContactDispatcher;
class Dispatcher;
//#include "BroadphaseInterface.h"
class Vehicle;
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;
BroadphaseInterface* m_broadphase;
IDebugDraw* m_debugDrawer;
int m_numIterations;
int m_ccdMode;
int m_solverType;
public:
CcdPhysicsEnvironment(ToiContactDispatcher* 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);
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<CcdPhysicsController*> m_controllers;
std::vector<Point2PointConstraint*> m_p2pConstraints;
std::vector<Vehicle*> m_vehicles;
class ToiContactDispatcher* m_dispatcher;
bool m_scalingPropagated;
};
#endif //CCDPHYSICSENVIRONMENT