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106 lines
3.2 KiB
C++
106 lines
3.2 KiB
C++
//
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// PhysicsEngine.h
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2014.10.29
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_PhysicsEngine_h
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#define hifi_PhysicsEngine_h
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#include <stdint.h>
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const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
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#ifdef USE_BULLET_PHYSICS
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#include <QSet>
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#include <btBulletDynamicsCommon.h>
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#include <EntityItem.h>
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#include <EntitySimulation.h>
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#include "BulletUtil.h"
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#include "EntityMotionState.h"
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#include "ShapeManager.h"
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#include "ThreadSafeDynamicsWorld.h"
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const float HALF_SIMULATION_EXTENT = 512.0f; // meters
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class ObjectMotionState;
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class PhysicsEngine : public EntitySimulation {
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public:
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static uint32_t getFrameCount();
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PhysicsEngine(const glm::vec3& offset);
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~PhysicsEngine();
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// overrides for EntitySimulation
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void updateEntitiesInternal(const quint64& now);
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void addEntityInternal(EntityItem* entity);
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void removeEntityInternal(EntityItem* entity);
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void entityChangedInternal(EntityItem* entity);
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void sortEntitiesThatMovedInternal();
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void clearEntitiesInternal();
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virtual void init(EntityEditPacketSender* packetSender);
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void stepSimulation();
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/// \param offset position of simulation origin in domain-frame
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void setOriginOffset(const glm::vec3& offset) { _originOffset = offset; }
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/// \return position of simulation origin in domain-frame
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const glm::vec3& getOriginOffset() const { return _originOffset; }
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/// \param motionState pointer to Object's MotionState
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/// \return true if Object added
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bool addObject(ObjectMotionState* motionState);
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/// \param motionState pointer to Object's MotionState
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/// \return true if Object removed
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bool removeObject(ObjectMotionState* motionState);
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/// process queue of changed from external sources
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void relayIncomingChangesToSimulation();
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/// \return duration of fixed simulation substep
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float getFixedSubStep() const;
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protected:
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void updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
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void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
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btClock _clock;
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btDefaultCollisionConfiguration* _collisionConfig;
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btCollisionDispatcher* _collisionDispatcher;
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btBroadphaseInterface* _broadphaseFilter;
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btSequentialImpulseConstraintSolver* _constraintSolver;
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ThreadSafeDynamicsWorld* _dynamicsWorld;
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ShapeManager _shapeManager;
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private:
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glm::vec3 _originOffset;
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// EntitySimulation stuff
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QSet<EntityMotionState*> _entityMotionStates; // all entities that we track
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QSet<ObjectMotionState*> _incomingChanges; // entities with pending physics changes by script or packet
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QSet<ObjectMotionState*> _outgoingPackets; // MotionStates with pending changes that need to be sent over wire
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EntityEditPacketSender* _entityPacketSender;
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};
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#else // USE_BULLET_PHYSICS
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// PhysicsEngine stubbery until Bullet is required
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class PhysicsEngine {
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public:
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static uint32_t getFrameCount();
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};
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#endif // USE_BULLET_PHYSICS
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#endif // hifi_PhysicsEngine_h
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