92 lines
3.3 KiB
C++
92 lines
3.3 KiB
C++
#ifndef _PHYSICSBASE_H
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#define _PHYSICSBASE_H
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#include "Engine.h"
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#include "EntityBase.h"
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namespace coll2d {
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struct CollisionInfo;
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}
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/// \todo get rid of this forward declaration somehow
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struct vector3d;
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namespace Engine {
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class Module;
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class Events;
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class EntityPhysicState;
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/** \brief Performs the physical simulation of all Entities
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*
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* This class defines how the physical simulation is performed. Especially how
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* collisions are treated is defined in the function
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* Physics::ResolveCollision() . This function can be modified to simulate
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* dynamics effects such as friction, bouncing, stacking etc..
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*
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* \todo When running along multiple boxes that are perfectly aligned one hangs from time to time at the last box
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*/
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class PhysicsBase : public Module {
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public:
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/** \brief Performs the simulation for the next msec milliseconds
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* \param msec The amount of time that is to be simulated
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* \param model A pointer to the model that will be used to pass on collision events.*/
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virtual int Simulate (float msec, ModelBase* model = NULL);
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/** \brief Registers the physical state of an Entity */
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virtual void RegisterEntity (EntityPhysicState* entity);
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/** \brief Unregisters the physical state of an Entity */
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virtual void UnregisterEntity (const unsigned int id);
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protected:
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/** \brief Initializes the system */
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virtual int OnInit (int argc, char* argv[]);
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/** \brief Destroys the system (must be called!) */
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virtual void OnDestroy ();
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/** \brief Moves all Entities for delta_msec milliseconds (can be
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* negative!) */
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void Move (float delta_msec);
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/** \brief Checks whether two given Entities can collide */
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bool CheckPossibleCollisionPair (EntityPhysicState* entity_a, EntityPhysicState* entity_b);
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/** \brief Calculates the next pair of Entities that will collide */
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bool CalcNextCollision (float stepsize,
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unsigned int &reference_entity_id,
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unsigned int &incidence_entity_id,
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coll2d::CollisionInfo &info);
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/** \brief Resolves the collision that CalcNextCollision has found
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* It resolves a found collision and prevents interpenetration of cached contacts.
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*/
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void ResolveCollision (float stepsize,
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unsigned int reference_entity_id,
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unsigned int incidence_entity_id,
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coll2d::CollisionInfo &info);
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/** \brief Contains all Entities with a physical state */
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std::map<unsigned int, EntityPhysicState*> mEntities;
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private:
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/** \brief Caches the contact information between two entities
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*/
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void ContactCacheAdd (EntityPhysicState* incidence_entity, EntityPhysicState* reference_entity, vector3d normal);
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/** \brief Removes the contact cache information of two entities in contact
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*/
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void ContactCacheRemove (unsigned int entity_a_id, unsigned int entity_b_id);
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/** \brief Checks whether the entries in the contact cache are still valid
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*/
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void CheckContactCache (EntityPhysicState* entity);
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/** \brief Allows to ignore certain kinds of errors reported by coll2d
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*/
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bool HandleColl2dError (int coll2d_result, float stepsize,
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EntityPhysicState* entity_a, EntityPhysicState* entity_b, coll2d::CollisionInfo &info);
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};
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/** \brief Creates an EntityPhysicState with all the required information */
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EntityPhysicState* CreateEntityPhysicState (EntityBaseType type, unsigned int id);
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}
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#endif // _PHYSICSBASE_H
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