/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010 Daniel Chappuis * ********************************************************************************* * * * Permission is hereby granted, free of charge, to any person obtaining a copy * * of this software and associated documentation files (the "Software"), to deal * * in the Software without restriction, including without limitation the rights * * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * * copies of the Software, and to permit persons to whom the Software is * * furnished to do so, subject to the following conditions: * * * * The above copyright notice and this permission notice shall be included in * * all copies or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * * THE SOFTWARE. * ********************************************************************************/ #ifndef PHYSICSENGINE_H #define PHYSICSENGINE_H // Libraries #include "PhysicsWorld.h" #include "../collision/CollisionDetection.h" #include "ConstraintSolver.h" #include "../body/RigidBody.h" #include "Timer.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(Body* body, const Vector3D& newLinVelocity, const Vector3D& newAngVelocity); // 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, double timeStep) throw (std::invalid_argument); // Constructor ~PhysicsEngine(); // Destructor void start(); // Start the physics simulation void stop(); // Stop the physics simulation void update() throw (std::logic_error); // Update the physics simulation }; // --- Inline functions --- // // Start the physics simulation inline void PhysicsEngine::start() { timer.start(); } inline void PhysicsEngine::stop() { timer.stop(); } } #endif