#ifndef PHYSICS_API_H #define PHYSICS_API_H #include "OysterCollision3D.h" #include "OysterMath.h" #include "Utilities.h" namespace Oyster { namespace Physics { class API; class IRigidBody; class IParticle; enum UpdateState { resting, altered }; namespace Constant { const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields. } class API { public: typedef void (*EventAction_Collision)( unsigned int, unsigned int ); typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer ); static API & Instance(); virtual void SetDeltaTime( float deltaTime ) = 0; virtual void SetGravityConstant( float g ) = 0; virtual void SetAction( EventAction_Collision functionPointer ) = 0; virtual void SetAction( EventAction_Destruction functionPointer ) = 0; virtual void Update() = 0; virtual bool IsInLimbo( unsigned int objRef ) = 0; virtual void MoveToLimbo( unsigned int objRef ) = 0; virtual void ReleaseFromLimbo( unsigned int objRef ) = 0; virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer handle ) = 0; virtual ::Utility::DynamicMemory::UniquePointer ExtractObject( unsigned int objRef ) = 0; virtual void DestroyObject( unsigned int objRef ) = 0; }; class IRigidBody { public: virtual ~IRigidBody() {}; virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0; virtual bool IsSubscribingCollisions() const = 0; virtual bool IsIntersecting( const IRigidBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0; virtual unsigned int GetReference() const = 0; virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0; virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; }; class IParticle { public: }; } namespace Collision {} } #endif