#ifndef PHYSICS_API_IMPL_H #define PHYSICS_API_IMPL_H #include "../PhysicsAPI.h" #include "Octree.h" #include namespace Oyster { namespace Physics { class API_Impl : public API { public: API_Impl(); virtual ~API_Impl(); void Init(); bool IsInLimbo( const ICustomBody* objRef ); void MoveToLimbo( const ICustomBody* objRef ); void ReleaseFromLimbo( const ICustomBody* objRef ); // Bullet physics ICustomBody* AddCollisionSphere(float radius, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); ICustomBody* AddCollisionBox(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); ICustomBody* AddCollisionCylinder(::Oyster::Math::Float3 halfSize, ::Oyster::Math::Float4 rotation, ::Oyster::Math::Float3 position, float mass, float restitution, float staticFriction, float dynamicFriction); void SetTimeStep(float timeStep); void UpdateWorld(); void ApplyEffect( const Oyster::Collision3D::ICollideable& collideable, void* args, void(hitAction)(ICustomBody*, void*) ); private: btBroadphaseInterface* broadphase; btDefaultCollisionConfiguration* collisionConfiguration; btCollisionDispatcher* dispatcher; btSequentialImpulseConstraintSolver* solver; btDiscreteDynamicsWorld* dynamicsWorld; std::vector customBodies; float timeStep; }; namespace Default { void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto ); ::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_BeforeCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter ); void EventAction_AfterCollisionResponse( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter, ::Oyster::Math::Float kineticEnergyLoss ); void EventAction_Move( const ::Oyster::Physics::ICustomBody *object ); } } } #endif