ScummVM API documentation
PhysicsWorldNewton.h
1 /* ScummVM - Graphic Adventure Engine
2  *
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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.
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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_NEWTON_H
29 #define HPL_PHYSICS_WORLD_NEWTON_H
30 
31 #include "hpl1/engine/physics/PhysicsWorld.h"
32 
33 #include "hpl1/engine/libraries/newton/Newton.h"
34 
35 namespace hpl {
37 public:
40 
41  void Simulate(float afTimeStep);
42 
43  void SetMaxTimeStep(float afTimeStep);
44  float GetMaxTimeStep();
45 
46  void SetWorldSize(const cVector3f &avMin, const cVector3f &avMax);
47  cVector3f GetWorldSizeMin();
48  cVector3f GetWorldSizeMax();
49 
50  void SetGravity(const cVector3f &avGravity);
51  cVector3f GetGravity();
52 
53  void SetAccuracyLevel(ePhysicsAccuracy aAccuracy);
54  ePhysicsAccuracy GetAccuracyLevel();
55 
56  iCollideShape *CreateNullShape();
57  iCollideShape *CreateBoxShape(const cVector3f &avSize, cMatrixf *apOffsetMtx);
58  iCollideShape *CreateSphereShape(const cVector3f &avRadii, cMatrixf *apOffsetMtx);
59  iCollideShape *CreateCylinderShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx);
60  iCollideShape *CreateCapsuleShape(float afRadius, float afHeight, cMatrixf *apOffsetMtx);
61  iCollideShape *CreateMeshShape(iVertexBuffer *apVtxBuffer);
62  iCollideShape *CreateCompundShape(tCollideShapeVec &avShapes);
63 
64  iPhysicsJointBall *CreateJointBall(const tString &asName, const cVector3f &avPivotPoint,
65  iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
66  iPhysicsJointHinge *CreateJointHinge(const tString &asName, const cVector3f &avPivotPoint,
67  const cVector3f &avPinDir,
68  iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
69  iPhysicsJointSlider *CreateJointSlider(const tString &asName, const cVector3f &avPivotPoint,
70  const cVector3f &avPinDir,
71  iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
72  iPhysicsJointScrew *CreateJointScrew(const tString &asName, const cVector3f &avPivotPoint,
73  const cVector3f &avPinDir,
74  iPhysicsBody *apParentBody, iPhysicsBody *apChildBody);
75 
76  iPhysicsBody *CreateBody(const tString &asName, iCollideShape *apShape);
77 
78  iCharacterBody *CreateCharacterBody(const tString &asName, const cVector3f &avSize);
79 
80  iPhysicsMaterial *CreateMaterial(const tString &asName);
81 
82  iPhysicsController *CreateController(const tString &asName);
83 
84  void CastRay(iPhysicsRayCallback *apCallback,
85  const cVector3f &avOrigin, const cVector3f &avEnd,
86  bool abCalcDist, bool abCalcNormal, bool abCalcPoint,
87  bool abUsePrefilter = false);
88 
89  bool CheckShapeCollision(iCollideShape *apShapeA, const cMatrixf &a_mtxA,
90  iCollideShape *apShapeB, const cMatrixf &a_mtxB,
91  cCollideData &aCollideData, int alMaxPoints, bool correctNormalDirection = false);
92 
93  void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor);
94 
95  NewtonWorld *GetNewtonWorld() { return mpNewtonWorld; }
96 
97 private:
98  NewtonWorld *mpNewtonWorld;
99 
100  float *mpTempPoints;
101  float *mpTempNormals;
102  float *mpTempDepths;
103 
104  cVector3f mvWorldSizeMin;
105  cVector3f mvWorldSizeMax;
106  cVector3f mvGravity;
107  float mfMaxTimeStep;
108 
109  ePhysicsAccuracy mAccuracy;
110 };
111 
112 } // namespace hpl
113 
114 #endif // HPL_PHYSICS_WORLD_NEWTON_H
Definition: AI.h:36
Definition: str.h:59
Definition: VertexBuffer.h:90
Definition: array.h:52
Definition: PhysicsWorld.h:100
Definition: PhysicsWorld.h:115
Definition: CollideShape.h:50
Definition: PhysicsJointScrew.h:48
Definition: PhysicsBody.h:117
Definition: PhysicsJointHinge.h:47
Definition: PhysicsWorldNewton.h:36
Definition: CollideData.h:46
Definition: PhysicsMaterial.h:77
Definition: PhysicsJointBall.h:48
Definition: Color.h:37
Definition: CharacterBody.h:153
Definition: PhysicsController.h:122
Definition: PhysicsJointSlider.h:48
Definition: LowLevelGraphics.h:200