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physicengine.h
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physicengine.h
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#ifndef TAK_PHYSICENGINE_H__
#define TAK_PHYSICENGINE_H__
#ifdef TAK_USE_BULLET_PHYSICS
#include <btBulletDynamicsCommon.h>
#include "rigidbody.h"
#include "gldebugdrawer.h"
#define GPhysicEngine (*(PhysicEngine::Instance()))
class SceneNode;
// Singleton
class PhysicEngine
{
public:
static PhysicEngine* Instance()
{
static PhysicEngine inst;
return &inst;
}
void Init();
void DeInit();
btCollisionWorld* GetCollisionWorld();
btDynamicsWorld* GetDynamicsWorld();
btBroadphaseInterface* GetBroadphase();
void AddRigidBody(RigidBody* rigidBody);
void RemoveRigidBody(RigidBody* rigidBody);
void AddAction(btActionInterface* action);
void RemoveAction(btActionInterface* action);
void DrawDebug() const;
void Update(float elapsedTime);
bool RayCastClosestCollisionPoint(const Vector3f& from, const Vector3f& to, Vector3f& hitPoint, SceneNode*& hitNode) const;
private:
PhysicEngine();
~PhysicEngine();
PhysicEngine(const PhysicEngine&) {}
PhysicEngine* operator=(const PhysicEngine&) { return this; }
private:
bool m_isValid;
btDiscreteDynamicsWorld* m_dynamicsWorld;
btSequentialImpulseConstraintSolver* m_solver;
btCollisionDispatcher* m_dispatcher;
btDefaultCollisionConfiguration* m_collisionConfiguration;
btBroadphaseInterface* m_broadphase;
GLDebugDrawer m_debugDrawer;
};
#endif
#endif // TAK_PHYSICENGINE_H__