2
#ifndef BULLET2_PHYSICSCONTROLLER_H
3
#define BULLET2_PHYSICSCONTROLLER_H
5
#include "PHY_IPhysicsController.h"
7
/// PHY_IPhysicsController is the abstract simplified Interface to a physical object.
8
/// It contains the IMotionState and IDeformableMesh Interfaces.
9
#include "SimdVector3.h"
10
#include "SimdScalar.h"
11
#include "SimdMatrix3x3.h"
15
extern float gDeactivationTime;
16
extern float gLinearSleepingTreshold;
17
extern float gAngularSleepingTreshold;
18
extern bool gDisableDeactivation;
21
struct CcdConstructionInfo
27
m_linearDamping(0.1f),
28
m_angularDamping(0.1f),
34
SimdVector3 m_localInertiaTensor;
35
SimdVector3 m_gravity;
37
SimdScalar m_restitution;
38
SimdScalar m_friction;
39
SimdScalar m_linearDamping;
40
SimdScalar m_angularDamping;
41
void* m_broadphaseHandle;
42
class PHY_IMotionState* m_MotionState;
44
CollisionShape* m_collisionShape;
51
///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
52
class CcdPhysicsController : public PHY_IPhysicsController
55
class PHY_IMotionState* m_MotionState;
56
CollisionShape* m_collisionShape;
57
void* m_newClientInfo;
59
void GetWorldOrientation(SimdMatrix3x3& mat);
65
void* m_broadphaseHandle;
67
CcdPhysicsController (const CcdConstructionInfo& ci);
69
virtual ~CcdPhysicsController();
72
RigidBody* GetRigidBody() { return m_body;}
74
CollisionShape* GetCollisionShape() { return m_collisionShape;}
75
////////////////////////////////////
76
// PHY_IPhysicsController interface
77
////////////////////////////////////
81
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
83
virtual bool SynchronizeMotionStates(float time);
85
WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
88
virtual void WriteMotionStateToDynamics(bool nondynaonly);
89
virtual void WriteDynamicsToMotionState();
90
// controller replication
91
virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl);
94
virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
95
virtual void RelativeRotate(const float drot[9],bool local);
96
virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
97
virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
98
virtual void setPosition(float posX,float posY,float posZ);
99
virtual void getPosition(PHY__Vector3& pos) const;
101
virtual void setScaling(float scaleX,float scaleY,float scaleZ);
104
virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local);
105
virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local);
106
virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local);
107
virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local);
108
virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ);
109
virtual void SetActive(bool active);
111
// reading out information from physics
112
virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ);
113
virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ);
114
virtual void getReactionForce(float& forceX,float& forceY,float& forceZ);
116
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
117
virtual void setRigidBody(bool rigid);
120
virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ);
122
// clientinfo for raycasts for example
123
virtual void* getNewClientInfo();
124
virtual void setNewClientInfo(void* clientinfo);
125
virtual PHY_IPhysicsController* GetReplica() {return 0;}
127
virtual void calcXform() {} ;
128
virtual void SetMargin(float margin) {};
129
virtual float GetMargin() const {return 0.f;};
132
bool wantsSleeping();
134
void UpdateDeactivation(float timeStep);
136
void SetAabb(const SimdVector3& aabbMin,const SimdVector3& aabbMax);
141
#endif //BULLET2_PHYSICSCONTROLLER_H