mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
127 lines
3.9 KiB
C++
127 lines
3.9 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;
|
|
|
|
/// Gpu acceleration
|
|
static bool smGpuEnabled;
|
|
|
|
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;
|
|
|
|
/// Physics timing
|
|
static F32 smPhysicsStepTime;
|
|
static U32 smPhysicsMaxSubSteps;
|
|
|
|
/// Gpu acceleration
|
|
static bool isGpuEnabled() { return smGpuEnabled; }
|
|
};
|
|
|
|
|
|
#endif // _T3D_PHYSICS_PHYSICSWORLD_H_
|