Torque3D/Engine/source/T3D/physics/physicsWorld.h
2012-10-17 14:45:13 -04:00

117 lines
3.6 KiB
C++

//-----------------------------------------------------------------------------
// 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_PHYSICSWORLD_H_
#define _T3D_PHYSICS_PHYSICSWORLD_H_
#ifndef _SIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
class ProcessList;
class Point3F;
struct RayInfo;
class SceneRenderState;
class PhysicsBody;
class PhysicsWorld
{
protected:
Signal<void()> mStaticChangedSignal;
Signal<void()> mUpdateSignal;
/// The current gravity force.
Point3F mGravity;
public:
/// The constructor.
PhysicsWorld();
/// The destructor.
virtual ~PhysicsWorld() {};
///
Signal<void()>& getUpdateSignal() { return mUpdateSignal; }
// Called when a static body in the scene has been removed.
Signal<void()>& getStaticChangedSignal() { return mStaticChangedSignal; }
/// Overloaded to do debug drawing.
///
/// It is assumed the GFX state is setup prior to this call for
/// rendering in world space.
///
virtual void onDebugDraw( const SceneRenderState *state ) = 0;
/// Prepare the physics world for use.
virtual bool initWorld( bool isServer, ProcessList *processList ) = 0;
/// Tears down the physics world destroying any existing
/// bodies, joints, and controllers.
virtual void destroyWorld() = 0;
///
virtual void reset() = 0;
/// Returns true if the physics world is active and simulating.
virtual bool isEnabled() const = 0;
/// Returns the active gravity force.
const Point3F& getGravity() const { return mGravity; }
/// An abstract way to raycast into any type of PhysicsWorld, in a way
/// that mirrors a Torque-style raycast.
//
/// This method is not fully developed or very sophisticated. For example,
/// there is no system of collision groups or raycast masks, which could
/// be very complex to write in a PhysicsPlugin-Abstract way...
//
// Optional forceAmt parameter will also apply a force to hit objects.
virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse ) = 0;
///
enum BodyType
{
BT_Static = BIT( 0 ),
BT_Dynamic = BIT( 1 ),
BT_Player = BIT( 2 ),
BT_All = BT_Static | BT_Dynamic | BT_Player
};
///
virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All ) = 0;
virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude ) = 0;
};
#endif // _T3D_PHYSICS_PHYSICSWORLD_H_