ScummVM API documentation
PhysicsWorld.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22/*
23 * Copyright (C) 2006-2010 - Frictional Games
24 *
25 * This file is part of HPL1 Engine.
26 */
27
28#ifndef HPL_PHYSICS_WORLD_H
29#define HPL_PHYSICS_WORLD_H
30
31#include "hpl1/engine/graphics/GraphicsTypes.h"
32#include "hpl1/engine/math/MathTypes.h"
33#include "hpl1/engine/system/SystemTypes.h"
34#include "common/stablemap.h"
35
36#include "hpl1/engine/physics/CollideData.h"
37
38#include "hpl1/engine/game/SaveGame.h"
39
40namespace hpl {
41
42class iCollideShape;
43class iVertexBuffer;
44class iPhysicsBody;
45class iLowLevelGraphics;
46class iPhysicsMaterial;
47class iCharacterBody;
48class iPhysicsJoint;
49class iPhysicsJointBall;
50class iPhysicsJointHinge;
51class iPhysicsJointScrew;
52class iPhysicsJointSlider;
53class iPhysicsController;
54class cWorld3D;
55class cBoundingVolume;
56
57typedef Common::List<iCollideShape *> tCollideShapeList;
58typedef tCollideShapeList::iterator tCollideShapeListIt;
59
60typedef Common::Array<iCollideShape *> tCollideShapeVec;
61typedef tCollideShapeVec::iterator tCollideShapeVecIt;
62
63typedef Common::List<iPhysicsBody *> tPhysicsBodyList;
64typedef tPhysicsBodyList::iterator tPhysicsBodyListIt;
65
66typedef Common::List<iPhysicsJoint *> tPhysicsJointList;
67typedef tPhysicsJointList::iterator tPhysicsJointListIt;
68
69typedef Common::List<iPhysicsController *> tPhysicsControllerList;
70typedef tPhysicsControllerList::iterator tPhysicsControllerListIt;
71
72typedef Common::List<iCharacterBody *> tCharacterBodyList;
73typedef tCharacterBodyList::iterator tCharacterBodyListIt;
74
75typedef Common::StableMap<tString, iPhysicsMaterial *> tPhysicsMaterialMap;
76typedef tPhysicsMaterialMap::iterator tPhysicsMaterialMapIt;
77
78typedef cSTLMapIterator<iPhysicsMaterial *, tPhysicsMaterialMap, tPhysicsMaterialMapIt> cPhysicsMaterialIterator;
79
80typedef cSTLIterator<iPhysicsBody *, tPhysicsBodyList, tPhysicsBodyListIt> cPhysicsBodyIterator;
81typedef cSTLIterator<iPhysicsJoint *, tPhysicsJointList, tPhysicsJointListIt> cPhysicsJointIterator;
82
83enum ePhysicsAccuracy {
84 ePhysicsAccuracy_Low,
85 ePhysicsAccuracy_Medium,
86 ePhysicsAccuracy_High,
87 ePhysicsAccuracy_LastEnum
88};
89
90//----------------------------------------------------
91
93 constexpr cPhysicsRayParams() {}
94 float mfT = 0;
95 float mfDist = 0;
96 cVector3f mvNormal = {0, 0, 0};
97 cVector3f mvPoint = {0, 0, 0};
98};
99
101public:
102 virtual ~iPhysicsRayCallback() = default;
103 virtual bool BeforeIntersect(iPhysicsBody *pBody) { return true; }
104 virtual bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) = 0;
105};
106
108public:
109 virtual ~iPhysicsWorldCollisionCallback() = default;
110 virtual void OnCollision(iPhysicsBody *apBody, cCollideData *apCollideData) = 0;
111};
112
113//----------------------------------------------------
114
116public:
118 virtual ~iPhysicsWorld();
119
120 //########################################################################################
122 //########################################################################################
124
125 void Update(float afTimeStep);
126 virtual void Simulate(float afTimeStep) = 0;
127
128 virtual void SetMaxTimeStep(float afTimeStep) = 0;
129 virtual float GetMaxTimeStep() = 0;
130
131 virtual void SetWorldSize(const cVector3f &avMin, const cVector3f &avMax) = 0;
132 virtual cVector3f GetWorldSizeMin() = 0;
133 virtual cVector3f GetWorldSizeMax() = 0;
134
135 virtual void SetGravity(const cVector3f &avGravity) = 0;
136 virtual cVector3f GetGravity() = 0;
137
138 virtual void SetAccuracyLevel(ePhysicsAccuracy aAccuracy) = 0;
139 virtual ePhysicsAccuracy GetAccuracyLevel() = 0;
141
142 //########################################################################################
144 //########################################################################################
146
147 virtual iCollideShape *CreateNullShape() = 0;
148 virtual iCollideShape *CreateBoxShape(const cVector3f &avSize, cMatrixf *apOffsetMtx) = 0;
149 virtual iCollideShape *CreateSphereShape(const cVector3f &avRadii, cMatrixf *apOffsetMtx) = 0;
150 virtual iCollideShape *CreateCylinderShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx) = 0;
151 virtual iCollideShape *CreateCapsuleShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx) = 0;
152 virtual iCollideShape *CreateMeshShape(iVertexBuffer *apVtxBuffer) = 0;
153 virtual iCollideShape *CreateCompundShape(tCollideShapeVec &avShapes) = 0;
154 void DestroyShape(iCollideShape *apShape);
155
157
158 //########################################################################################
160 //########################################################################################
162
163 virtual iPhysicsJointBall *CreateJointBall(const tString &asName,
164 const cVector3f &avPivotPoint,
165 iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
166 virtual iPhysicsJointHinge *CreateJointHinge(const tString &asName,
167 const cVector3f &avPivotPoint, const cVector3f &avPinDir,
168 iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
169 virtual iPhysicsJointSlider *CreateJointSlider(const tString &asName,
170 const cVector3f &avPivotPoint, const cVector3f &avPinDir,
171 iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
172 virtual iPhysicsJointScrew *CreateJointScrew(const tString &asName,
173 const cVector3f &avPivotPoint, const cVector3f &avPinDir,
174 iPhysicsBody *apParentBody, iPhysicsBody *apChildBody) = 0;
175 void DestroyJoint(iPhysicsJoint *apJoint);
176 iPhysicsJoint *GetJoint(const tString &asName);
177 cPhysicsJointIterator GetJointIterator();
178
180
181 //########################################################################################
183 //########################################################################################
185
186 virtual iPhysicsMaterial *CreateMaterial(const tString &asName) = 0;
187 iPhysicsMaterial *GetMaterialFromName(const tString &asName);
188 cPhysicsMaterialIterator GetMaterialIterator();
189
191
192 //########################################################################################
194 //########################################################################################
196
197 virtual iPhysicsBody *CreateBody(const tString &asName, iCollideShape *apShape) = 0;
198 void DestroyBody(iPhysicsBody *apBody);
199 iPhysicsBody *GetBody(const tString &asName);
200 cPhysicsBodyIterator GetBodyIterator();
201
202 virtual iCharacterBody *CreateCharacterBody(const tString &asName, const cVector3f &avSize) = 0;
203 void DestroyCharacterBody(iCharacterBody *apBody);
204 iPhysicsBody *GetCharacterBody(const tString &asName);
205
206 void GetBodiesInBV(cBoundingVolume *apBV, tPhysicsBodyList *apBodyList);
207 void EnableBodiesInBV(cBoundingVolume *apBV, bool abEnabled);
208
210
211 //########################################################################################
213 //########################################################################################
215
216 void SetLogDebug(bool abX) { mbLogDebug = abX; }
217 bool GetLogDebug() { return mbLogDebug; }
218
219 void AddSaveData(cSaveDataHandler *apHandler);
220
221 virtual iPhysicsController *CreateController(const tString &asName) = 0;
222 void DestroyController(iPhysicsController *apController);
223
224 tCollidePointVec *GetContactPoints() { return &mvContactPoints; }
225 void SetSaveContactPoints(bool abX) { mbSaveContactPoints = abX; }
226 bool GetSaveContactPoints() { return mbSaveContactPoints; }
227 void RenderContactPoints(iLowLevelGraphics *apLowLevel, const cColor &aPointColor,
228 const cColor &aLineColor);
229
230 virtual void CastRay(iPhysicsRayCallback *apCallback,
231 const cVector3f &avOrigin, const cVector3f &avEnd,
232 bool abCalcDist, bool abCalcNormal, bool abCalcPoint,
233 bool abUsePrefilter = false) = 0;
234
235 virtual void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor) = 0;
236
237 virtual bool CheckShapeCollision(iCollideShape *apShapeA, const cMatrixf &a_mtxA,
238 iCollideShape *apShapeB, const cMatrixf &a_mtxB,
239 cCollideData &aCollideData, int alMaxPoints,
240 bool correctNormalDirection = false) = 0;
241
242 bool CheckShapeWorldCollision(cVector3f *apNewPos,
243 iCollideShape *apShape, const cMatrixf &a_mtxTransform,
244 iPhysicsBody *apSkipBody = NULL, bool abSkipStatic = false,
245 bool abIsCharacter = false,
246 iPhysicsWorldCollisionCallback *apCallback = NULL,
247 bool abCollideCharacter = true,
248 bool abDebug = false);
249
250 void DestroyAll();
251
252 cWorld3D *GetWorld3D() { return mpWorld3D; }
253 void SetWorld3D(cWorld3D *apWorld3D) { mpWorld3D = apWorld3D; }
255
256protected:
257 tCollideShapeList mlstShapes;
258 tPhysicsBodyList mlstBodies;
259 tCharacterBodyList mlstCharBodies;
260 tPhysicsMaterialMap m_mapMaterials;
261 tPhysicsJointList mlstJoints;
262 tPhysicsControllerList mlstControllers;
263 cWorld3D *mpWorld3D;
264
265 bool mbLogDebug;
266
267 tCollidePointVec mvContactPoints;
268 bool mbSaveContactPoints;
269};
270
271} // namespace hpl
272
273#endif // HPL_PHYSICS_WORLD_H
iCollideShape * * iterator
Definition: array.h:54
ListInternal::Iterator< iCollideShape * > iterator
Definition: list.h:52
typename TreeT::BasicIterator iterator
Definition: stablemap.h:48
Definition: str.h:59
Definition: BoundingVolume.h:71
Definition: CollideData.h:46
Definition: Color.h:37
Definition: SystemTypes.h:411
Definition: SystemTypes.h:467
Definition: SaveGame.h:214
Definition: World3D.h:179
Definition: CharacterBody.h:153
Definition: CollideShape.h:50
Definition: LowLevelGraphics.h:200
Definition: PhysicsBody.h:117
Definition: PhysicsController.h:122
Definition: PhysicsJointBall.h:48
Definition: PhysicsJointHinge.h:47
Definition: PhysicsJoint.h:135
Definition: PhysicsJointScrew.h:48
Definition: PhysicsJointSlider.h:48
Definition: PhysicsMaterial.h:77
Definition: PhysicsWorld.h:100
Definition: PhysicsWorld.h:107
Definition: PhysicsWorld.h:115
Definition: VertexBuffer.h:90
Definition: PhysicsWorld.h:92