// // 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 #include #include "btBulletDynamicsCommon.h" #include "physics/irr_debug_drawer.hpp" #include "physics/stk_dynamics_world.hpp" #include "physics/user_pointer.hpp" class AbstractKart; 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 { private: /** The user pointer of the objects involved in this collision. */ const UserPointer *m_up[2]; /** The contact point for each object (in local coordincates). */ Vec3 m_contact_point[2]; public: /** 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 *a, const btVector3 &contact_point_a, const UserPointer *b, const btVector3 &contact_point_b) { if(a->is(UserPointer::UP_KART) && b->is(UserPointer::UP_KART) && a>b) { m_up[0]=b; m_contact_point[0] = contact_point_b; m_up[1]=a; m_contact_point[1] = contact_point_a; } else { m_up[0]=a; m_contact_point[0] = contact_point_a; m_up[1]=b; m_contact_point[1] = contact_point_b; } }; // 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.m_up[0]==m_up[0] && p.m_up[1]==m_up[1]); } // operator== // -------------------------------------------------------------------- const UserPointer *getUserPointer(unsigned int n) const { assert(n>=0 && n<=1); return m_up[n]; } // getUserPointer // -------------------------------------------------------------------- /** Returns the contact point of the collision in * car (local) coordinates. */ const Vec3 &getContactPointCS(unsigned int n) const { assert(n>=0 && n<=1); return m_contact_point[n]; } // getContactPointCS }; // CollisionPair // ======================================================================== // This class is the list of collision objects, where each collision // pair is stored as most once. class CollisionList : public std::vector { 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::push_back(p); }; // push_back public: /** Adds information about a collision to this vector. */ void push_back(const UserPointer *a, const btVector3 &contact_point_a, const UserPointer *b, const btVector3 &contact_point_b) { push_back(CollisionPair(a, contact_point_a, b, contact_point_b)); } }; // 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 AbstractKart *k); void addBody (btRigidBody* b) {m_dynamics_world->addRigidBody(b);} void removeKart (const AbstractKart *k); void removeBody (btRigidBody* b) {m_dynamics_world->removeRigidBody(b);} void KartKartCollision(AbstractKart *ka, const Vec3 &contact_point_a, AbstractKart *kb, const Vec3 &contact_point_b); 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 AbstractKart *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