engine/dep/dreamcast/include/reactphysics3d/systems/DynamicsSystem.h

126 lines
4.6 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_DYNAMICS_SYSTEM_H
#define REACTPHYSICS3D_DYNAMICS_SYSTEM_H
// Libraries
#include <reactphysics3d/utils/Profiler.h>
#include <reactphysics3d/components/CollisionBodyComponents.h>
#include <reactphysics3d/components/RigidBodyComponents.h>
#include <reactphysics3d/components/TransformComponents.h>
#include <reactphysics3d/components/ColliderComponents.h>
namespace reactphysics3d {
class PhysicsWorld;
// Class DynamicsSystem
/**
* This class is responsible to compute and update the dynamics of the bodies that are simulated
* using physics.
*/
class DynamicsSystem {
private :
// -------------------- Attributes -------------------- //
/// Physics world
PhysicsWorld& mWorld;
/// Reference to the collision body components
CollisionBodyComponents& mCollisionBodyComponents;
/// Reference to the rigid body components
RigidBodyComponents& mRigidBodyComponents;
/// Reference to the transform components
TransformComponents& mTransformComponents;
/// Reference to the colliders components
ColliderComponents& mColliderComponents;
/// Reference to the variable to know if gravity is enabled in the world
bool& mIsGravityEnabled;
/// Reference to the world gravity vector
Vector3& mGravity;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Pointer to the profiler
Profiler* mProfiler;
#endif
public :
// -------------------- Methods -------------------- //
/// Constructor
DynamicsSystem(PhysicsWorld& world, CollisionBodyComponents& collisionBodyComponents,
RigidBodyComponents& rigidBodyComponents, TransformComponents& transformComponents,
ColliderComponents& colliderComponents, bool& isGravityEnabled, Vector3& gravity);
/// Destructor
~DynamicsSystem() = default;
#ifdef IS_RP3D_PROFILING_ENABLED
/// Set the profiler
void setProfiler(Profiler* profiler);
#endif
/// Integrate the positions and orientations of rigid bodies.
void integrateRigidBodiesPositions(decimal timeStep, bool isSplitImpulseActive);
/// Integrate the velocities of rigid bodies.
void integrateRigidBodiesVelocities(decimal timeStep);
/// Update the postion/orientation of the bodies
void updateBodiesState();
/// Reset the external force and torque applied to the bodies
void resetBodiesForceAndTorque();
/// Reset the split velocities of the bodies
void resetSplitVelocities();
};
#ifdef IS_RP3D_PROFILING_ENABLED
// Set the profiler
inline void DynamicsSystem::setProfiler(Profiler* profiler) {
mProfiler = profiler;
}
#endif
}
#endif