historical/toontown-classic.git/panda/include/bulletWorld.h

321 lines
9.8 KiB
C
Raw Normal View History

2024-01-16 11:20:27 -06:00
/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file bulletWorld.h
* @author enn0x
* @date 2010-01-23
*/
#ifndef __BULLET_WORLD_H__
#define __BULLET_WORLD_H__
#include "pandabase.h"
#include "bullet_includes.h"
#include "bullet_utils.h"
#include "bulletClosestHitRayResult.h"
#include "bulletAllHitsRayResult.h"
#include "bulletClosestHitSweepResult.h"
#include "bulletContactResult.h"
#include "bulletDebugNode.h"
#include "bulletBaseCharacterControllerNode.h"
#include "bulletConstraint.h"
#include "bulletGhostNode.h"
#include "bulletRigidBodyNode.h"
#include "bulletSoftBodyNode.h"
#include "bulletVehicle.h"
#include "typedReferenceCount.h"
#include "transformState.h"
#include "pandaNode.h"
#include "callbackObject.h"
#include "collideMask.h"
#include "luse.h"
#include "lightMutex.h"
class BulletPersistentManifold;
class BulletShape;
class BulletSoftBodyWorldInfo;
extern EXPCL_PANDABULLET PT(CallbackObject) bullet_contact_added_callback;
/**
*
*/
class EXPCL_PANDABULLET BulletWorld : public TypedReferenceCount {
PUBLISHED:
BulletWorld();
INLINE ~BulletWorld();
void set_gravity(const LVector3 &gravity);
void set_gravity(PN_stdfloat gx, PN_stdfloat gy, PN_stdfloat gz);
const LVector3 get_gravity() const;
int do_physics(PN_stdfloat dt, int max_substeps=1, PN_stdfloat stepsize=1.0f/60.0f);
BulletSoftBodyWorldInfo get_world_info();
// Debug
void set_debug_node(BulletDebugNode *node);
void clear_debug_node();
INLINE BulletDebugNode *get_debug_node() const;
INLINE bool has_debug_node() const;
// AttachRemove
void attach(TypedObject *object);
void remove(TypedObject *object);
void attach_constraint(BulletConstraint *constraint, bool linked_collision=false);
// Ghost object
int get_num_ghosts() const;
BulletGhostNode *get_ghost(int idx) const;
MAKE_SEQ(get_ghosts, get_num_ghosts, get_ghost);
// Rigid body
int get_num_rigid_bodies() const;
BulletRigidBodyNode *get_rigid_body(int idx) const;
MAKE_SEQ(get_rigid_bodies, get_num_rigid_bodies, get_rigid_body);
// Soft body
int get_num_soft_bodies() const;
BulletSoftBodyNode *get_soft_body(int idx) const;
MAKE_SEQ(get_soft_bodies, get_num_soft_bodies, get_soft_body);
// Character controller
int get_num_characters() const;
BulletBaseCharacterControllerNode *get_character(int idx) const;
MAKE_SEQ(get_characters, get_num_characters, get_character);
int get_num_vehicles() const;
BulletVehicle *get_vehicle(int idx) const;
MAKE_SEQ(get_vehicles, get_num_vehicles, get_vehicle);
// Constraint
int get_num_constraints() const;
BulletConstraint *get_constraint(int idx) const;
MAKE_SEQ(get_constraints, get_num_constraints, get_constraint);
// Raycast and other queries
BulletClosestHitRayResult ray_test_closest(
const LPoint3 &from_pos,
const LPoint3 &to_pos,
const CollideMask &mask=CollideMask::all_on()) const;
BulletAllHitsRayResult ray_test_all(
const LPoint3 &from_pos,
const LPoint3 &to_pos,
const CollideMask &mask=CollideMask::all_on()) const;
BulletClosestHitSweepResult sweep_test_closest(
BulletShape *shape,
const TransformState &from_ts,
const TransformState &to_ts,
const CollideMask &mask=CollideMask::all_on(),
PN_stdfloat penetration=0.0f) const;
BulletContactResult contact_test(PandaNode *node, bool use_filter=false) const;
BulletContactResult contact_test_pair(PandaNode *node0, PandaNode *node1) const;
bool filter_test(PandaNode *node0, PandaNode *node1) const;
// Manifolds
int get_num_manifolds() const;
BulletPersistentManifold *get_manifold(int idx) const;
MAKE_SEQ(get_manifolds, get_num_manifolds, get_manifold);
// Collision filtering
void set_group_collision_flag(unsigned int group1, unsigned int group2, bool enable);
bool get_group_collision_flag(unsigned int group1, unsigned int group2) const;
void set_force_update_all_aabbs(bool force);
bool get_force_update_all_aabbs() const;
// Callbacks
void set_contact_added_callback(CallbackObject *obj);
void clear_contact_added_callback();
void set_tick_callback(CallbackObject *obj, bool is_pretick=false);
void clear_tick_callback();
void set_filter_callback(CallbackObject *obj);
void clear_filter_callback();
// Configuration
enum BroadphaseAlgorithm {
BA_sweep_and_prune,
BA_dynamic_aabb_tree,
};
enum FilterAlgorithm {
FA_mask,
FA_groups_mask,
FA_callback,
};
MAKE_PROPERTY(gravity, get_gravity, set_gravity);
MAKE_PROPERTY(world_info, get_world_info);
MAKE_PROPERTY2(debug_node, has_debug_node, get_debug_node, set_debug_node, clear_debug_node);
MAKE_SEQ_PROPERTY(ghosts, get_num_ghosts, get_ghost);
MAKE_SEQ_PROPERTY(rigid_bodies, get_num_rigid_bodies, get_rigid_body);
MAKE_SEQ_PROPERTY(soft_bodies, get_num_soft_bodies, get_soft_body);
MAKE_SEQ_PROPERTY(characters, get_num_characters, get_character);
MAKE_SEQ_PROPERTY(vehicles, get_num_vehicles, get_vehicle);
MAKE_SEQ_PROPERTY(constraints, get_num_constraints, get_constraint);
MAKE_SEQ_PROPERTY(manifolds, get_num_manifolds, get_manifold);
MAKE_PROPERTY(force_update_all_aabbs, get_force_update_all_aabbs,
set_force_update_all_aabbs);
PUBLISHED: // Deprecated methods, will be removed soon
void attach_ghost(BulletGhostNode *node);
void remove_ghost(BulletGhostNode *node);
void attach_rigid_body(BulletRigidBodyNode *node);
void remove_rigid_body(BulletRigidBodyNode *node);
void attach_soft_body(BulletSoftBodyNode *node);
void remove_soft_body(BulletSoftBodyNode *node);
void attach_character(BulletBaseCharacterControllerNode *node);
void remove_character(BulletBaseCharacterControllerNode *node);
void attach_vehicle(BulletVehicle *vehicle);
void remove_vehicle(BulletVehicle *vehicle);
void remove_constraint(BulletConstraint *constraint);
public:
static btCollisionObject *get_collision_object(PandaNode *node);
INLINE btDynamicsWorld *get_world() const;
INLINE btBroadphaseInterface *get_broadphase() const;
INLINE btDispatcher *get_dispatcher() const;
static LightMutex &get_global_lock();
private:
void do_sync_p2b(PN_stdfloat dt, int num_substeps);
void do_sync_b2p();
void do_attach_ghost(BulletGhostNode *node);
void do_remove_ghost(BulletGhostNode *node);
void do_attach_rigid_body(BulletRigidBodyNode *node);
void do_remove_rigid_body(BulletRigidBodyNode *node);
void do_attach_soft_body(BulletSoftBodyNode *node);
void do_remove_soft_body(BulletSoftBodyNode *node);
void do_attach_character(BulletBaseCharacterControllerNode *node);
void do_remove_character(BulletBaseCharacterControllerNode *node);
void do_attach_vehicle(BulletVehicle *vehicle);
void do_remove_vehicle(BulletVehicle *vehicle);
void do_attach_constraint(BulletConstraint *constraint, bool linked_collision=false);
void do_remove_constraint(BulletConstraint *constraint);
static void tick_callback(btDynamicsWorld *world, btScalar timestep);
typedef PTA(PT(BulletRigidBodyNode)) BulletRigidBodies;
typedef PTA(PT(BulletSoftBodyNode)) BulletSoftBodies;
typedef PTA(PT(BulletGhostNode)) BulletGhosts;
typedef PTA(PT(BulletBaseCharacterControllerNode)) BulletCharacterControllers;
typedef PTA(PT(BulletVehicle)) BulletVehicles;
typedef PTA(PT(BulletConstraint)) BulletConstraints;
static PStatCollector _pstat_physics;
static PStatCollector _pstat_simulation;
static PStatCollector _pstat_p2b;
static PStatCollector _pstat_b2p;
struct btFilterCallback1 : public btOverlapFilterCallback {
virtual bool needBroadphaseCollision(
btBroadphaseProxy* proxy0,
btBroadphaseProxy* proxy1) const;
};
struct btFilterCallback2 : public btOverlapFilterCallback {
virtual bool needBroadphaseCollision(
btBroadphaseProxy* proxy0,
btBroadphaseProxy* proxy1) const;
CollideMask _collide[32];
};
struct btFilterCallback3 : public btOverlapFilterCallback {
virtual bool needBroadphaseCollision(
btBroadphaseProxy* proxy0,
btBroadphaseProxy* proxy1) const;
PT(CallbackObject) _filter_callback_obj;
};
btBroadphaseInterface *_broadphase;
btCollisionConfiguration *_configuration;
btCollisionDispatcher *_dispatcher;
btConstraintSolver *_solver;
btSoftRigidDynamicsWorld *_world;
btGhostPairCallback _ghost_cb;
FilterAlgorithm _filter_algorithm;
btFilterCallback1 _filter_cb1;
btFilterCallback2 _filter_cb2;
btFilterCallback3 _filter_cb3;
btOverlapFilterCallback *_filter_cb;
PT(CallbackObject) _tick_callback_obj;
PT(BulletDebugNode) _debug;
btSoftBodyWorldInfo _info;
BulletRigidBodies _bodies;
BulletSoftBodies _softbodies;
BulletGhosts _ghosts;
BulletCharacterControllers _characters;
BulletVehicles _vehicles;
BulletConstraints _constraints;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedReferenceCount::init_type();
register_type(_type_handle, "BulletWorld",
TypedReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {
init_type();
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
EXPCL_PANDABULLET std::ostream &
operator << (std::ostream &out, BulletWorld::BroadphaseAlgorithm algorithm);
EXPCL_PANDABULLET std::istream &
operator >> (std::istream &in, BulletWorld::BroadphaseAlgorithm &algorithm);
EXPCL_PANDABULLET std::ostream &
operator << (std::ostream &out, BulletWorld::FilterAlgorithm algorithm);
EXPCL_PANDABULLET std::istream &
operator >> (std::istream &in, BulletWorld::FilterAlgorithm &algorithm);
#include "bulletWorld.I"
#endif // __BULLET_WORLD_H__