59 lines
2.7 KiB
C++
59 lines
2.7 KiB
C++
/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef DYNAMICENGINE_H
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#define DYNAMICENGINE_H
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// Libraries
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#include "PhysicsEngine.h"
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#include "NumericalIntegrator.h"
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#include "../body/Body.h"
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#include "../body/RigidBody.h"
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#include "../body/BodyState.h"
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#include "DynamicWorld.h"
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#include "../physics/physics.h"
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class DynamicEngine :
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This class that represents a physics engine where we use
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the dynamics to simulate the movement of bodies. The class
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DynamicEngine inherits from the class PhysicsEngine.
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-------------------------------------------------------------------
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*/
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class DynamicEngine : public PhysicsEngine {
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protected :
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NumericalIntegrator numericalIntegrator; // Numerical integrator used to solve differential equations of movement
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void updateBodyState(RigidBody* const rigidBody); // Update the state of a rigid body
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public :
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DynamicEngine(DynamicWorld* world, const Time& timeStep); // Constructor
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DynamicEngine(const DynamicEngine& engine); // Copy-constructor
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virtual ~DynamicEngine(); // Destructor
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void update(); // Update the physics simulation
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};
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}
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#endif
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