blender/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.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

105 lines
4.8 KiB
C++

/**
* $Id$
*
* ***** 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 <vector>
#include "PHY_DynamicTypes.h"
/**
* 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) {}
///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 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