Torque3D/Engine/source/T3D/physics/physx/pxWorld.h
2012-09-19 11:15:01 -04:00

194 lines
5.5 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 _PHYSX_WORLD_H_
#define _PHYSX_WORLD_H_
#ifndef _T3D_PHYSICS_PHYSICSWORLD_H_
#include "T3D/physics/physicsWorld.h"
#endif
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _PHYSX_H_
#include "T3D/physics/physX/px.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
class PxContactReporter;
class PxUserNotify;
class NxController;
class NxControllerDesc;
class ShapeBase;
class TSStatic;
class SceneObject;
class ProcessList;
class GameBase;
class CharacterControllerManager;
class PxConsoleStream;
class PxWorld : public PhysicsWorld
{
protected:
F32 mEditorTimeScale;
Vector<NxCloth*> mReleaseClothQueue;
Vector<NxJoint*> mReleaseJointQueue;
Vector<NxActor*> mReleaseActorQueue;
Vector<NxMaterial*> mReleaseMaterialQueue;
Vector<NxHeightField*> mReleaseHeightFieldQueue;
Vector<NxFluid*> mReleaseFluidQueue;
//Vector<StrongRefPtr<PxCollision>> mReleaseColQueue;
Vector<NxActor*> mCatchupQueue;
PxContactReporter *mConactReporter;
PxUserNotify *mUserNotify;
NxScene *mScene;
CharacterControllerManager *mControllerManager;
bool mErrorReport;
bool mIsEnabled;
bool mIsSimulating;
U32 mTickCount;
ProcessList *mProcessList;
bool _init( bool isServer, ProcessList *processList );
void _destroy();
void _releaseQueues();
void _updateScheduledStatics();
/// The mesh cooking interface which is loaded on first use.
/// @see getCooking
static NxCookingInterface *smCooking;
/// The console stream for PhysX error reporting.
static PxConsoleStream *smConsoleStream;
public:
// PhysicWorld
virtual bool initWorld( bool isServer, ProcessList *processList );
virtual void destroyWorld();
virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse );
virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All );
virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude );
virtual void onDebugDraw( const SceneRenderState *state );
virtual void reset() {}
virtual bool isEnabled() const { return mIsEnabled; }
/// @name Static Methods
/// @{
static bool restartSDK( bool destroyOnly = false, PxWorld *clientWorld = NULL, PxWorld *serverWorld = NULL );
static void releaseWriteLocks();
/// @}
PxWorld();
virtual ~PxWorld();
public:
NxScene* getScene() { return mScene; }
/// Returns the cooking interface. Will only return NULL
/// in the case of a missing or bad PhysX install.
static NxCookingInterface* getCooking();
U32 getTick() { return mTickCount; }
void tickPhysics( U32 elapsedMs );
void getPhysicsResults();
//void enableCatchupMode( GameBase *obj );
bool isWritable() const { return !mIsSimulating; /* mScene->isWritable(); */ }
void releaseWriteLock();
void setEnabled( bool enabled );
bool getEnabled() const { return mIsEnabled; }
NxMaterial* createMaterial( NxMaterialDesc &material );
///
/// @see releaseController
NxController* createController( NxControllerDesc &desc );
//U16 setMaterial(NxMaterialDesc &material, U16 id);
// NOTE: This is all a mess, but its a side effect of how
// PhysX works. Many objects cannot be deleted without write
// access to the scene. Worse some objects cannot be deleted
// until their owner objects are deleted first.
//
// For these reasons we have these methods to register objects to be
// released after the Scene has been ticked.
//
// Since there is no common base to PhysX objects we're stuck with
// this list of release methods.
//
void releaseActor( NxActor &actor );
void releaseMaterial( NxMaterial &mat );
void releaseJoint( NxJoint &joint );
void releaseCloth( NxCloth &cloth );
void releaseClothMesh( NxClothMesh &clothMesh );
void releaseController( NxController &controller );
void releaseHeightField( NxHeightField &heightfield );
void releaseFluid( NxFluid &fluid );
//void releaseCol( PxCollision *col );
/// Returns the contact reporter for this scene.
PxContactReporter* getContactReporter() { return mConactReporter; }
void setEditorTimeScale( F32 timeScale ) { mEditorTimeScale = timeScale; }
const F32 getEditorTimeScale() const { return mEditorTimeScale; }
};
#endif // _PHYSX_WORLD_H_