2012-09-19 15:15:01 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
|
|
|
//
|
|
|
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
|
|
|
// of this software and associated documentation files (the "Software"), to
|
|
|
|
|
// deal in the Software without restriction, including without limitation the
|
|
|
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
|
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
|
|
|
// furnished to do so, subject to the following conditions:
|
|
|
|
|
//
|
|
|
|
|
// The above copyright notice and this permission notice shall be included in
|
|
|
|
|
// all copies or substantial portions of the Software.
|
|
|
|
|
//
|
|
|
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
|
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
|
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
|
|
|
// IN THE SOFTWARE.
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
#ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_
|
|
|
|
|
#define _T3D_PHYSICS_PHYSICSPLUGIN_H_
|
|
|
|
|
|
|
|
|
|
#ifndef _SIMSET_H_
|
|
|
|
|
#include "console/simSet.h"
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef _TSIGNAL_H_
|
|
|
|
|
#include "core/util/tSignal.h"
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef _TORQUE_STRING_H_
|
|
|
|
|
#include "core/util/str.h"
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef _TDICTIONARY_H_
|
|
|
|
|
#include "core/util/tDictionary.h"
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef _UTIL_DELEGATE_H_
|
|
|
|
|
#include "core/util/delegate.h"
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef _T3D_PHYSICSCOMMON_H_
|
|
|
|
|
#include "T3D/physics/physicsCommon.h"
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class Player;
|
|
|
|
|
class SceneRenderState;
|
|
|
|
|
class SceneManager;
|
|
|
|
|
class SceneObject;
|
|
|
|
|
class PhysicsObject;
|
|
|
|
|
class PhysicsBody;
|
|
|
|
|
class PhysicsWorld;
|
|
|
|
|
class PhysicsPlayer;
|
|
|
|
|
class PhysicsCollision;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
typedef Delegate<PhysicsObject*( const SceneObject *)> CreatePhysicsObjectFn;
|
|
|
|
|
typedef Map<StringNoCase, CreatePhysicsObjectFn> CreateFnMap;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///
|
|
|
|
|
class PhysicsPlugin
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
|
|
|
|
|
/// The current active physics plugin.
|
|
|
|
|
static PhysicsPlugin* smSingleton;
|
|
|
|
|
|
|
|
|
|
static PhysicsResetSignal smPhysicsResetSignal;
|
|
|
|
|
|
|
|
|
|
// Our map of Strings to PhysicsWorld pointers.
|
|
|
|
|
Map<StringNoCase, PhysicsWorld*> mPhysicsWorldLookup;
|
|
|
|
|
|
|
|
|
|
static String smServerWorldName;
|
|
|
|
|
static String smClientWorldName;
|
|
|
|
|
|
|
|
|
|
/// A SimSet of objects to delete before the
|
|
|
|
|
/// physics reset/restore event occurs.
|
|
|
|
|
SimObjectPtr<SimSet> mPhysicsCleanup;
|
|
|
|
|
|
|
|
|
|
/// Delegate method for debug drawing.
|
|
|
|
|
static void _debugDraw( SceneManager *graph, const SceneRenderState *state );
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
|
|
/// Note this should go away when we have "real" singleplayer.
|
|
|
|
|
static bool smSinglePlayer;
|
|
|
|
|
static bool isSinglePlayer() { return smSinglePlayer; }
|
|
|
|
|
|
|
|
|
|
/// Number of threads to use if supported by the plugin.
|
|
|
|
|
static U32 smThreadCount;
|
|
|
|
|
static U32 getThreadCount() { return smThreadCount; }
|
|
|
|
|
|
|
|
|
|
/// Returns the active physics plugin.
|
|
|
|
|
/// @see PHYSICSPLUGIN
|
|
|
|
|
static PhysicsPlugin* getSingleton() { return smSingleton; }
|
|
|
|
|
|
2018-01-19 12:34:26 +00:00
|
|
|
/// Allow gpu acceleration if supported
|
|
|
|
|
static bool smGpuAccelerationAllowed;
|
|
|
|
|
static bool gpuAccelerationAllowed() { return smGpuAccelerationAllowed; }
|
|
|
|
|
|
2012-09-19 15:15:01 +00:00
|
|
|
///
|
|
|
|
|
static bool activate( const char *library );
|
|
|
|
|
|
|
|
|
|
PhysicsPlugin();
|
|
|
|
|
virtual ~PhysicsPlugin();
|
|
|
|
|
|
|
|
|
|
/// Cleans up, deactivates, and deletes the plugin.
|
|
|
|
|
virtual void destroyPlugin() = 0;
|
|
|
|
|
|
|
|
|
|
virtual void reset() = 0;
|
|
|
|
|
|
|
|
|
|
/// Returns the physics cleanup set.
|
|
|
|
|
SimSet* getPhysicsCleanup() const { return mPhysicsCleanup; }
|
|
|
|
|
|
|
|
|
|
void enableDebugDraw( bool enabled );
|
|
|
|
|
|
|
|
|
|
virtual PhysicsCollision* createCollision() = 0;
|
|
|
|
|
|
|
|
|
|
virtual PhysicsBody* createBody() = 0;
|
|
|
|
|
|
|
|
|
|
virtual PhysicsPlayer* createPlayer() = 0;
|
|
|
|
|
|
|
|
|
|
virtual bool isSimulationEnabled() const = 0;
|
|
|
|
|
virtual void enableSimulation( const String &worldName, bool enable ) = 0;
|
|
|
|
|
|
|
|
|
|
virtual void setTimeScale( const F32 timeScale ) = 0;
|
|
|
|
|
virtual const F32 getTimeScale() const = 0;
|
|
|
|
|
|
|
|
|
|
static PhysicsResetSignal& getPhysicsResetSignal() { return smPhysicsResetSignal; }
|
|
|
|
|
|
|
|
|
|
virtual bool createWorld( const String &worldName ) = 0;
|
|
|
|
|
virtual void destroyWorld( const String &worldName ) = 0;
|
|
|
|
|
|
|
|
|
|
virtual PhysicsWorld* getWorld( const String &worldName ) const = 0;
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
|
|
|
|
|
/// Overload this to toggle any physics engine specific stuff
|
|
|
|
|
/// when debug rendering is enabled or disabled.
|
|
|
|
|
virtual void _onDebugDrawEnabled( bool enabled ) {}
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/// Helper macro for accessing the physics plugin. It will
|
|
|
|
|
/// return NULL if no plugin is initialized.
|
|
|
|
|
/// @see PhysicsPlugin
|
|
|
|
|
#define PHYSICSMGR PhysicsPlugin::getSingleton()
|
|
|
|
|
|
|
|
|
|
#endif // _T3D_PHYSICS_PHYSICSPLUGIN_H_
|