/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2012 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 PHYSICS_ENGINE_H #define PHYSICS_ENGINE_H // Libraries #include "PhysicsWorld.h" #include "../collision/CollisionDetection.h" #include "ConstraintSolver.h" #include "../body/RigidBody.h" #include "Timer.h" #include "../configuration.h" // Namespace ReactPhysics3D namespace reactphysics3d { /* ------------------------------------------------------------------- Class PhysicsEngine : This class represents the physics engine of the library. ------------------------------------------------------------------- */ class PhysicsEngine { protected : PhysicsWorld* world; // Pointer to the physics world of the physics engine Timer timer; // Timer of the physics engine CollisionDetection collisionDetection; // Collision detection ConstraintSolver constraintSolver; // Constraint solver void updateAllBodiesMotion(); // Compute the motion of all bodies and update their positions and orientations void updatePositionAndOrientationOfBody(RigidBody* body, const Vector3& newLinVelocity, const Vector3& newAngVelocity, const Vector3& linearVelocityErrorCorrection, const Vector3& angularVelocityErrorCorrection); // Update the position and orientation of a body void setInterpolationFactorToAllBodies(); // Compute and set the interpolation factor to all bodies void applyGravity(); // Apply the gravity force to all bodies public : PhysicsEngine(PhysicsWorld* world, decimal timeStep); // Constructor ~PhysicsEngine(); // Destructor void start(); // Start the physics simulation void stop(); // Stop the physics simulation void update(); // Update the physics simulation void setPenetrationFactor(decimal factor); // Set the penetration factor for the constraint solver void setNbLCPIterations(uint nbIterations); // Set the number of iterations of the LCP solver void setIsErrorCorrectionActive(bool isErrorCorrectionActive); // Set the isErrorCorrectionActive value }; // --- Inline functions --- // // Start the physics simulation inline void PhysicsEngine::start() { timer.start(); } inline void PhysicsEngine::stop() { timer.stop(); } // Set the penetration factor for the constraint solver inline void PhysicsEngine::setPenetrationFactor(decimal factor) { constraintSolver.setPenetrationFactor(factor); } // Set the number of iterations of the LCP solver inline void PhysicsEngine::setNbLCPIterations(uint nbIterations) { constraintSolver.setNbLCPIterations(nbIterations); } // Set the isErrorCorrectionActive value inline void PhysicsEngine::setIsErrorCorrectionActive(bool isErrorCorrectionActive) { constraintSolver.setIsErrorCorrectionActive(isErrorCorrectionActive); } } #endif