// $Id: physics.hpp 839 2006-10-24 00:01:56Z hiker $ // // 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_H #define HEADER_PHYSICS_H #include #define _WINSOCKAPI_ #include #include "kart.hpp" #include "flyable.hpp" #include "btBulletDynamicsCommon.h" #include "bullet/Demos/OpenGL/GLDebugDrawer.h" #include "bullet/Demos/OpenGL/GL_ShapeDrawer.h" class Physics : public btSequentialImpulseConstraintSolver { private: btDynamicsWorld *m_dynamics_world; Kart *m_kart; GLDebugDrawer *m_debug_drawer; GL_ShapeDrawer m_shape_drawer; btCollisionDispatcher *m_dispatcher; btBroadphaseInterface *m_axis_sweep; btDefaultCollisionConfiguration *m_collision_conf; // 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: const UserPointer* a, *b; // 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) { if(a1->is(UserPointer::UP_KART) && b1->is(UserPointer::UP_KART) && a1>b1) { a=b1;b=a1; } else { a=a1; b=b1; } }; // CollisionPair bool operator==(const CollisionPair p) { return (p.a==a && p.b==b); } }; // 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: void push_back(const UserPointer* a, const UserPointer*b) { push_back(CollisionPair(a, b)); } }; // CollisionList CollisionList m_all_collisions; public: Physics (float gravity); ~Physics (); void addKart (const Kart *k, btRaycastVehicle *v); 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); void update (float dt); void draw (); btDynamicsWorld* getPhysicsWorld () const {return m_dynamics_world;} void debugDraw (float m[16], btCollisionShape *s, const btVector3 color); 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 /* EOF */