stk-code_catmod/src/physics/physics.hpp

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//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2006 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_PHYSICS_HPP
#define HEADER_PHYSICS_HPP
/**
* \defgroup physics
* Contains various physics utilities.
*/
#include <set>
#include <vector>
#include "btBulletDynamicsCommon.h"
#include "physics/irr_debug_drawer.hpp"
#include "physics/stk_dynamics_world.hpp"
#include "physics/user_pointer.hpp"
class Kart;
class STKDynamicsWorld;
class Vec3;
/**
* \ingroup physics
*/
class Physics : public btSequentialImpulseConstraintSolver
{
private:
/** Bullet can report the same collision more than once (up to 4
* contact points per collision. Additionally, more than one internal
* substep might be taken, resulting in potentially even more
* duplicates. To handle this, all collisions (i.e. pair of objects)
* are stored in a vector, but only one entry per collision pair
* of objects.
* While this is a natural application of std::set, the set has some
* overhead (since it will likely use a tree to sort the entries).
* Considering that the number of collisions is usually rather small
* a simple list and linear search is faster is is being used here. */
class CollisionPair {
public:
/** The user pointer of the objects involved in this collision. */
const UserPointer *a, *b;
/** A contact point of the collision. For now only one of the two
* contact points is needed (since they are close). */
Vec3 m_contact_point;
/** The entries in Collision Pairs are sorted: if a projectile
* is included, it's always 'a'. If only two karts are reported
* the first kart pointer is the smaller one. */
CollisionPair(const UserPointer *a1, const UserPointer *b1,
const btVector3 &contact_point) {
if(a1->is(UserPointer::UP_KART) &&
b1->is(UserPointer::UP_KART) && a1>b1) {
a=b1;b=a1;
} else {
a=a1; b=b1;
}
m_contact_point = contact_point;
}; // CollisionPair
// --------------------------------------------------------------------
/** Tests if two collision pairs involve the same objects. This test
* is simplified (i.e. no test if p.b==a and p.a==b) since the
* elements are sorted. */
bool operator==(const CollisionPair p) {return (p.a==a && p.b==b);}
// --------------------------------------------------------------------
/** Returns the contact point of the collision. */
const Vec3 &getContactPoint() const { return m_contact_point; }
}; // CollisionPair
// ========================================================================
// This class is the list of collision objects, where each collision
// pair is stored as most once.
class CollisionList : public std::vector<CollisionPair>
{
private:
void push_back(CollisionPair p) {
// only add a pair if it's not already in there
for(iterator i=begin(); i!=end(); i++) {
if((*i)==p) return;
}
std::vector<CollisionPair>::push_back(p);
}; // push_back
public:
/** Adds information about a collision to this vector. */
void push_back(const UserPointer* a, const UserPointer*b,
const btVector3 &contact_point)
{
push_back(CollisionPair(a, b, contact_point));
}
}; // CollisionList
// ========================================================================
/** Pointer to the physics dynamics world. */
STKDynamicsWorld *m_dynamics_world;
/** Used in physics debugging to draw the physics world. */
IrrDebugDrawer *m_debug_drawer;
btCollisionDispatcher *m_dispatcher;
btBroadphaseInterface *m_axis_sweep;
btDefaultCollisionConfiguration *m_collision_conf;
CollisionList m_all_collisions;
public:
Physics ();
~Physics ();
void init (const Vec3 &min_world, const Vec3 &max_world);
void addKart (const Kart *k);
void addBody (btRigidBody* b) {m_dynamics_world->addRigidBody(b);}
void removeKart (const Kart *k);
void removeBody (btRigidBody* b) {m_dynamics_world->removeRigidBody(b);}
void KartKartCollision(Kart *ka, Kart *kb,
const Vec3 &contact_point);
void update (float dt);
void draw ();
STKDynamicsWorld*
getPhysicsWorld () const {return m_dynamics_world;}
/** Activates the next debug mode (or switches it off again).
*/
void nextDebugMode () {m_debug_drawer->nextDebugMode(); }
/** Returns true if the debug drawer is enabled. */
bool isDebug() const {return m_debug_drawer->debugEnabled(); }
bool projectKartDownwards(const Kart *k);
virtual btScalar solveGroup(btCollisionObject** bodies, int numBodies,
btPersistentManifold** manifold,int numManifolds,
btTypedConstraint** constraints,int numConstraints,
const btContactSolverInfo& info,
btIDebugDraw* debugDrawer, btStackAlloc* stackAlloc,
btDispatcher* dispatcher);
};
#endif // HEADER_PHYSICS_HPP