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Engine directory for ticket #1
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147
Engine/source/T3D/physics/physicsPlugin.h
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147
Engine/source/T3D/physics/physicsPlugin.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_
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#define _T3D_PHYSICS_PHYSICSPLUGIN_H_
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#ifndef _SIMSET_H_
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#include "console/simSet.h"
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#endif
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#ifndef _TSIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _UTIL_DELEGATE_H_
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#include "core/util/delegate.h"
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#endif
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#ifndef _T3D_PHYSICSCOMMON_H_
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#include "T3D/physics/physicsCommon.h"
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#endif
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class Player;
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class SceneRenderState;
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class SceneManager;
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class SceneObject;
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class PhysicsObject;
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class PhysicsBody;
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class PhysicsWorld;
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class PhysicsPlayer;
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class PhysicsCollision;
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typedef Delegate<PhysicsObject*( const SceneObject *)> CreatePhysicsObjectFn;
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typedef Map<StringNoCase, CreatePhysicsObjectFn> CreateFnMap;
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///
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class PhysicsPlugin
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{
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protected:
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/// The current active physics plugin.
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static PhysicsPlugin* smSingleton;
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static PhysicsResetSignal smPhysicsResetSignal;
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// Our map of Strings to PhysicsWorld pointers.
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Map<StringNoCase, PhysicsWorld*> mPhysicsWorldLookup;
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static String smServerWorldName;
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static String smClientWorldName;
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/// A SimSet of objects to delete before the
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/// physics reset/restore event occurs.
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SimObjectPtr<SimSet> mPhysicsCleanup;
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/// Delegate method for debug drawing.
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static void _debugDraw( SceneManager *graph, const SceneRenderState *state );
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public:
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/// Note this should go away when we have "real" singleplayer.
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static bool smSinglePlayer;
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static bool isSinglePlayer() { return smSinglePlayer; }
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/// Number of threads to use if supported by the plugin.
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static U32 smThreadCount;
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static U32 getThreadCount() { return smThreadCount; }
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/// Returns the active physics plugin.
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/// @see PHYSICSPLUGIN
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static PhysicsPlugin* getSingleton() { return smSingleton; }
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///
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static bool activate( const char *library );
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PhysicsPlugin();
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virtual ~PhysicsPlugin();
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/// Cleans up, deactivates, and deletes the plugin.
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virtual void destroyPlugin() = 0;
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virtual void reset() = 0;
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/// Returns the physics cleanup set.
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SimSet* getPhysicsCleanup() const { return mPhysicsCleanup; }
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void enableDebugDraw( bool enabled );
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virtual PhysicsCollision* createCollision() = 0;
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virtual PhysicsBody* createBody() = 0;
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virtual PhysicsPlayer* createPlayer() = 0;
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virtual bool isSimulationEnabled() const = 0;
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virtual void enableSimulation( const String &worldName, bool enable ) = 0;
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virtual void setTimeScale( const F32 timeScale ) = 0;
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virtual const F32 getTimeScale() const = 0;
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static PhysicsResetSignal& getPhysicsResetSignal() { return smPhysicsResetSignal; }
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virtual bool createWorld( const String &worldName ) = 0;
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virtual void destroyWorld( const String &worldName ) = 0;
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virtual PhysicsWorld* getWorld( const String &worldName ) const = 0;
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protected:
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/// Overload this to toggle any physics engine specific stuff
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/// when debug rendering is enabled or disabled.
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virtual void _onDebugDrawEnabled( bool enabled ) {}
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};
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/// Helper macro for accessing the physics plugin. It will
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/// return NULL if no plugin is initialized.
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/// @see PhysicsPlugin
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#define PHYSICSMGR PhysicsPlugin::getSingleton()
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#endif // _T3D_PHYSICS_PHYSICSPLUGIN_H_
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