overte-AleziaKurdis/libraries/physics/src/PhysicsEngine.h
Andrew Meadows 1df6c32a4e moving Shape* back into shared lib
removing dependency of entities lib on physics lib
physics lib now depends on entities lib
2014-12-01 16:03:14 -08:00

115 lines
3.7 KiB
C++

//
// PhysicsEngine.h
// libraries/physcis/src
//
// Created by Andrew Meadows 2014.10.29
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_PhysicsEngine_h
#define hifi_PhysicsEngine_h
enum PhysicsUpdateFlag {
PHYSICS_UPDATE_POSITION = 0x0001,
PHYSICS_UPDATE_VELOCITY = 0x0002,
PHYSICS_UPDATE_GRAVITY = 0x0004,
PHYSICS_UPDATE_MASS = 0x0008,
PHYSICS_UPDATE_COLLISION_GROUP = 0x0010,
PHYSICS_UPDATE_MOTION_TYPE = 0x0020,
PHYSICS_UPDATE_SHAPE = 0x0040
};
typedef unsigned int uint32_t;
// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
// and re-added to the physics engine and "easy" which just updates the body properties.
const uint32_t PHYSICS_UPDATE_HARD = PHYSICS_UPDATE_MOTION_TYPE | PHYSICS_UPDATE_SHAPE;
const uint32_t PHYSICS_UPDATE_EASY = PHYSICS_UPDATE_POSITION | PHYSICS_UPDATE_VELOCITY |
PHYSICS_UPDATE_GRAVITY | PHYSICS_UPDATE_MASS | PHYSICS_UPDATE_COLLISION_GROUP;
#ifdef USE_BULLET_PHYSICS
#include <btBulletDynamicsCommon.h>
#include "BulletUtil.h"
#include "CustomMotionState.h"
#include "PositionHashKey.h"
#include "ShapeManager.h"
#include "VoxelObject.h"
const float HALF_SIMULATION_EXTENT = 512.0f; // meters
class PhysicsEngine {
public:
PhysicsEngine(const glm::vec3& offset)
: _collisionConfig(NULL),
_collisionDispatcher(NULL),
_broadphaseFilter(NULL),
_constraintSolver(NULL),
_dynamicsWorld(NULL),
_originOffset(offset),
_voxels() {
}
~PhysicsEngine();
virtual void init();
void stepSimulation();
/// \param offset position of simulation origin in domain-frame
void setOriginOffset(const glm::vec3& offset) { _originOffset = offset; }
/// \return position of simulation origin in domain-frame
const glm::vec3& getOriginOffset() const { return _originOffset; }
/// \param position the minimum corner of the voxel
/// \param scale the length of the voxel side
/// \return true if Voxel added
bool addVoxel(const glm::vec3& position, float scale);
/// \param position the minimum corner of the voxel
/// \param scale the length of the voxel side
/// \return true if Voxel removed
bool removeVoxel(const glm::vec3& position, float scale);
/// \param motionState pointer to Object's MotionState
/// \return true if Object added
bool addObject(CustomMotionState* motionState);
/// \param motionState pointer to Object's MotionState
/// \return true if Object removed
bool removeObject(CustomMotionState* motionState);
/// \param motionState pointer to Object's MotionState
/// \param flags set of bits indicating what categories of properties need to be updated
/// \return true if entity updated
bool updateObject(CustomMotionState* motionState, uint32_t flags);
protected:
void updateObjectHard(btRigidBody* body, CustomMotionState* motionState, uint32_t flags);
void updateObjectEasy(btRigidBody* body, CustomMotionState* motionState, uint32_t flags);
btClock _clock;
btDefaultCollisionConfiguration* _collisionConfig;
btCollisionDispatcher* _collisionDispatcher;
btBroadphaseInterface* _broadphaseFilter;
btSequentialImpulseConstraintSolver* _constraintSolver;
btDiscreteDynamicsWorld* _dynamicsWorld;
ShapeManager _shapeManager;
private:
glm::vec3 _originOffset;
btHashMap<PositionHashKey, VoxelObject> _voxels;
};
#else // USE_BULLET_PHYSICS
// PhysicsEngine stubbery until Bullet is required
class PhysicsEngine {
};
#endif // USE_BULLET_PHYSICS
#endif // hifi_PhysicsEngine_h