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Bullet implementation for the physics module.
// This file is part of the Yildiz-Online project, licenced under the MIT License
// (MIT)
//
// Copyright (c) 2016 Grégory Van den Borre
//
// More infos available: http://yildiz.bitbucket.org
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#ifndef _BULLET_WORLD_H_
#define _BULLET_WORLD_H_
#include "stdafx.h"
#include "KinematicMotionState.h"
namespace YZ {
/**
* Wrap a btdiscreetworld, provide linking between collision object and their id.
* @author Van den Borre Grégory
*/
class World {
public:
World();
~World();
/**
* Create a body intended to stay at a given position.
* @param shape Shape to assign to the body.
* @param position Immutable position.
* @param direction Immutable direction.
* @param id Id to assign to this body.
* @return The created static rigid body.
*/
btRigidBody* createStaticBody(
btCollisionShape* shape,
const btVector3& position,
const btVector3& direction,
const long id);
/**
* Create a body intended be moved externally.
* @param shape Shape to assign to the body.
* @param id Id to assign to this body.
* @return The created kinematic rigid body.
*/
btRigidBody* createKinematicBody(
btCollisionShape* shape,
const long id,
const float x,
const float y,
const float z);
std::vector update(const long time);
long rayCast(const btVector3& origin, const btVector3& end) const;
long rayCast(
const btVector3& origin,
const btVector3& end,
btCollisionWorld::ClosestRayResultCallback& result) const;
void rayCastPoint(
const btVector3& origin,
const btVector3& end,
float* resultArray) const;
void removeGhost(btGhostObject* ghost);
inline void setGravity(const float x, const float y, const float z) {
this->world->setGravity(btVector3(x, y, z));
}
inline void addBody(btRigidBody* body, const long id) {
this->world->addRigidBody(body);
this->ids[body] = id;
}
inline void removeBody(btRigidBody* body) {
this->world->removeRigidBody(body);
this->ids.erase(body);
if (body->getMotionState()) {
delete body->getMotionState();
}
delete body;
}
inline btDiscreteDynamicsWorld* getWorld() const {
return this->world;
}
inline void setDebug(btIDebugDraw* drawer) {
this->world->setDebugDrawer(drawer);
}
btGhostObject* createGhostObject(btCollisionShape* shape, const long id, const float x, const float y, const float z);
/**
* @return The list of collisions occurred with ghost objects during the
* last world update.
*/
inline std::vector getGhostCollisionResult() const {
return this->ghostCollisionResult;
}
inline long getIdFromObject(const btCollisionObject* object) {
long id = this->ids[object];
//FIXME URGENT what if entity id is 0???
return id == 0 ? -1L : id;
}
private:
/**
* Wrapped bullet world.
*/
btDiscreteDynamicsWorld* world;
btOverlappingPairCallback* ghostPairCallback;
btSequentialImpulseConstraintSolver* solver;
btCollisionDispatcher* dispatcher;
btDefaultCollisionConfiguration* collisionConfiguration;
btBroadphaseInterface* broadphase;
/**
* Mapping between the collidable objects and their given ids.
*/
std::map ids;
std::map ghostIds;
std::vector ghostCollisionResult;
};
}
#endif
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