blender/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
Campbell Barton ed338da8c9 - WITH_CXX_GUARDEDALLOC working again
- CMake building without python or fluidsim working again (broke in recent commit)
- remove BLI_short_filename(), it wasnt used anywhere.
2010-06-06 01:15:44 +00:00

189 lines
7.6 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
*/
#ifndef _IPHYSICSENVIRONMENT
#define _IPHYSICSENVIRONMENT
#include <vector>
#include "PHY_DynamicTypes.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class PHY_IVehicle;
class RAS_MeshObject;
class PHY_IPhysicsController;
/**
* pass back information from rayTest
*/
struct PHY_RayCastResult
{
PHY_IPhysicsController* m_controller;
PHY__Vector3 m_hitPoint;
PHY__Vector3 m_hitNormal;
const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
int m_polygon; // index of the polygon hit by the ray,
// only if m_meshObject != NULL
int m_hitUVOK; // !=0 if UV coordinate in m_hitUV is valid
PHY__Vector2 m_hitUV; // UV coordinates of hit point
};
/**
* This class replaces the ignoreController parameter of rayTest function.
* It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
* It is only used to its full extend by the Ccd physics environement (Bullet).
*/
class PHY_IRayCastFilterCallback
{
public:
PHY_IPhysicsController* m_ignoreController;
bool m_faceNormal;
bool m_faceUV;
virtual ~PHY_IRayCastFilterCallback()
{
}
virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
{
return true;
}
virtual void reportHit(PHY_RayCastResult* result) = 0;
PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false, bool faceUV=false)
:m_ignoreController(ignoreController),
m_faceNormal(faceNormal),
m_faceUV(faceUV)
{
}
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:PHY_IRayCastFilterCallback"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
/**
* 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,float interval)=0;
///draw debug lines (make sure to call this during the render phase, otherwise lines are not drawn properly)
virtual void debugDrawWorld(){}
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 axis0X,float axis0Y,float axis0Z,
float axis1X=0,float axis1Y=0,float axis1Z=0,
float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
)=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_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
//culling based on physical broad phase
// the plane number must be set as follow: near, far, left, right, top, botton
// the near plane must be the first one and must always be present, it is used to get the direction of the view
virtual bool cullingTest(PHY_CullingCallback callback, void *userData, PHY__Vector4* planeNormals, int planeNumber, int occlusionRes) = 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 bool requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl)=0;
//These two methods are *solely* used to create controllers for sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0;
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;
virtual void setConstraintParam(int constraintId,int param,float value,float value1) = 0;
virtual float getConstraintParam(int constraintId,int param) = 0;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:PHY_IPhysicsEnvironment"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //_IPHYSICSENVIRONMENT