1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include <cfloat> |
6 | |
7 | #include "BsCorePrerequisites.h" |
8 | #include "Physics/BsPhysicsCommon.h" |
9 | #include "Utility/BsModule.h" |
10 | #include "Math/BsVector3.h" |
11 | #include "Math/BsVector2.h" |
12 | #include "Math/BsQuaternion.h" |
13 | |
14 | namespace bs |
15 | { |
16 | /** @addtogroup Physics |
17 | * @{ |
18 | */ |
19 | |
20 | struct PHYSICS_INIT_DESC; |
21 | class PhysicsScene; |
22 | |
23 | /** Flags for controlling physics behaviour globally. */ |
24 | enum class PhysicsFlag |
25 | { |
26 | /** |
27 | * Automatically recovers character controllers that are interpenetrating geometry. This can happen if a controller |
28 | * is spawned or teleported into geometry, its size/rotation is changed so it penetrates geometry, or simply |
29 | * because of numerical imprecision. |
30 | */ |
31 | CCT_OverlapRecovery = 1<<0, |
32 | /** |
33 | * Performs more accurate sweeps when moving the character controller, making it less likely to interpenetrate |
34 | * geometry. When overlap recovery is turned on you can consider turning this off as it can compensate for the |
35 | * less precise sweeps. |
36 | */ |
37 | CCT_PreciseSweeps = 1<<1, |
38 | /** |
39 | * Large triangles can cause problems with character controller collision. If this option is enabled the triangles |
40 | * larger than a certain size will be automatically tesselated into smaller triangles, in order to help with |
41 | * precision. |
42 | * |
43 | * @see Physics::getMaxTesselationEdgeLength |
44 | */ |
45 | CCT_Tesselation = 1<<2, |
46 | /** |
47 | * Enables continous collision detection. This will prevent fast-moving objects from tunneling through each other. |
48 | * You must also enable CCD for individual Rigidbodies. This option can have a significant performance impact. |
49 | */ |
50 | CCD_Enable = 1<<3 |
51 | }; |
52 | |
53 | /** @copydoc CharacterCollisionFlag */ |
54 | typedef Flags<PhysicsFlag> PhysicsFlags; |
55 | BS_FLAGS_OPERATORS(PhysicsFlag) |
56 | |
57 | /** Provides global physics settings, factory methods for physics objects and scene queries. */ |
58 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Physics) Physics : public Module<Physics> |
59 | { |
60 | public: |
61 | Physics(const PHYSICS_INIT_DESC& init); |
62 | virtual ~Physics() = default; |
63 | |
64 | /******************************************************************************************************************/ |
65 | /************************************************* OPTIONS ********************************************************/ |
66 | /******************************************************************************************************************/ |
67 | |
68 | /** Pauses or resumes the physics simulation. */ |
69 | virtual void setPaused(bool paused) = 0; |
70 | |
71 | /** |
72 | * Enables or disables collision between two layers. Each physics object can be assigned a specific layer, and here |
73 | * you can determine which layers can interact with each other. |
74 | */ |
75 | BS_SCRIPT_EXPORT(n:ToggleCollision) |
76 | void toggleCollision(UINT64 groupA, UINT64 groupB, bool enabled); |
77 | |
78 | /** Checks if two collision layers are allowed to interact. */ |
79 | BS_SCRIPT_EXPORT(n:IsCollisionEnabled) |
80 | bool isCollisionEnabled(UINT64 groupA, UINT64 groupB) const; |
81 | |
82 | /** @name Internal |
83 | * @{ |
84 | */ |
85 | |
86 | /******************************************************************************************************************/ |
87 | /************************************************* CREATION *******************************************************/ |
88 | /******************************************************************************************************************/ |
89 | |
90 | /** @copydoc PhysicsMaterial::create */ |
91 | virtual SPtr<PhysicsMaterial> createMaterial(float staticFriction, float dynamicFriction, float restitution) = 0; |
92 | |
93 | /** @copydoc PhysicsMesh::create */ |
94 | virtual SPtr<PhysicsMesh> createMesh(const SPtr<MeshData>& meshData, PhysicsMeshType type) = 0; |
95 | |
96 | /** Creates an object representing the physics scene. Must be manually released via destroyPhysicsScene(). */ |
97 | virtual SPtr<PhysicsScene> createPhysicsScene() = 0; |
98 | |
99 | /** |
100 | * Updates the physics simulation. In order to maintain stability of the physics calculations this method should |
101 | * be called at fixed intervals (e.g. 60 times a second). |
102 | * |
103 | * @param[in] step Time delta to advance the physics simulation by, in seconds. |
104 | */ |
105 | virtual void fixedUpdate(float step) = 0; |
106 | |
107 | /** |
108 | * Performs any physics operations that arent tied to the fixed update interval. Should be called once per frame. |
109 | */ |
110 | virtual void update() { } |
111 | |
112 | /** Checks is the physics simulation update currently in progress. */ |
113 | BS_SCRIPT_EXPORT(n:IsUpdateInProgress,pr:getter) |
114 | bool _isUpdateInProgress() const { return mUpdateInProgress; } |
115 | |
116 | /** |
117 | * Checks does the ray hit the provided collider. |
118 | * |
119 | * @param[in] origin Origin of the ray to check. |
120 | * @param[in] unitDir Unit direction of the ray to check. |
121 | * @param[in] collider Collider to check for hit. |
122 | * @param[out] hit Information about the hit. Valid only if the method returns true. |
123 | * @param[in] maxDist Maximum distance from the ray origin to search for hits. |
124 | * @return True if the ray has hit the collider. |
125 | */ |
126 | virtual bool _rayCast(const Vector3& origin, const Vector3& unitDir, const Collider& collider, PhysicsQueryHit& hit, |
127 | float maxDist = FLT_MAX) const = 0; |
128 | |
129 | /** @} */ |
130 | |
131 | static const UINT64 CollisionMapSize = 64; |
132 | protected: |
133 | friend class Rigidbody; |
134 | |
135 | mutable Mutex mMutex; |
136 | bool mCollisionMap[CollisionMapSize][CollisionMapSize]; |
137 | |
138 | bool mUpdateInProgress = false; |
139 | }; |
140 | |
141 | /** Provides easier access to Physics. */ |
142 | BS_CORE_EXPORT Physics& gPhysics(); |
143 | |
144 | /** Contains parameters used for initializing the physics system. */ |
145 | struct PHYSICS_INIT_DESC |
146 | { |
147 | float typicalLength = 1.0f; /**< Typical length of an object in the scene. */ |
148 | float typicalSpeed = 9.81f; /**< Typical speed of an object in the scene. */ |
149 | Vector3 gravity = Vector3(0.0f, -9.81f, 0.0f); /**< Initial gravity. */ |
150 | bool initCooking = true; /**< Determines should the cooking library be initialized. */ |
151 | /** Flags that control global physics option. */ |
152 | PhysicsFlags flags = PhysicsFlag::CCT_OverlapRecovery | PhysicsFlag::CCT_PreciseSweeps | PhysicsFlag::CCD_Enable; |
153 | }; |
154 | |
155 | /** |
156 | * Physical representation of a scene, allowing creation of new physical objects in the scene and queries against |
157 | * those objects. Objects created in different scenes cannot physically interact with eachother. |
158 | */ |
159 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Physics) PhysicsScene |
160 | { |
161 | public: |
162 | /******************************************************************************************************************/ |
163 | /************************************************* QUERIES ********************************************************/ |
164 | /******************************************************************************************************************/ |
165 | |
166 | /** |
167 | * Casts a ray into the scene and returns the closest found hit, if any. |
168 | * |
169 | * @param[in] ray Ray to cast into the scene. |
170 | * @param[out] hit Information recorded about a hit. Only valid if method returns true. |
171 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
172 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
173 | * detected. |
174 | * @return True if something was hit, false otherwise. |
175 | */ |
176 | BS_SCRIPT_EXPORT(n:RayCast) |
177 | virtual bool rayCast(const Ray& ray, PhysicsQueryHit& hit, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const; |
178 | |
179 | /** |
180 | * Casts a ray into the scene and returns the closest found hit, if any. |
181 | * |
182 | * @param[in] origin Origin of the ray to cast into the scene. |
183 | * @param[in] unitDir Unit direction of the ray to cast into the scene. |
184 | * @param[out] hit Information recorded about a hit. Only valid if method returns true. |
185 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
186 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
187 | * detected. |
188 | * @return True if something was hit, false otherwise. |
189 | */ |
190 | BS_SCRIPT_EXPORT(n:RayCast) |
191 | virtual bool rayCast(const Vector3& origin, const Vector3& unitDir, PhysicsQueryHit& hit, |
192 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
193 | |
194 | /** |
195 | * Performs a sweep into the scene using a box and returns the closest found hit, if any. |
196 | * |
197 | * @param[in] box Box to sweep through the scene. |
198 | * @param[in] rotation Orientation of the box. |
199 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
200 | * @param[out] hit Information recorded about a hit. Only valid if method returns true. |
201 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
202 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
203 | * detected. |
204 | * @return True if something was hit, false otherwise. |
205 | */ |
206 | BS_SCRIPT_EXPORT(n:BoxCast) |
207 | virtual bool boxCast(const AABox& box, const Quaternion& rotation, const Vector3& unitDir, PhysicsQueryHit& hit, |
208 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
209 | |
210 | /** |
211 | * Performs a sweep into the scene using a sphere and returns the closest found hit, if any. |
212 | * |
213 | * @param[in] sphere Sphere to sweep through the scene. |
214 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
215 | * @param[out] hit Information recorded about a hit. Only valid if method returns true. |
216 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
217 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
218 | * detected. |
219 | * @return True if something was hit, false otherwise. |
220 | */ |
221 | BS_SCRIPT_EXPORT(n:SphereCast) |
222 | virtual bool sphereCast(const Sphere& sphere, const Vector3& unitDir, PhysicsQueryHit& hit, |
223 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
224 | |
225 | /** |
226 | * Performs a sweep into the scene using a capsule and returns the closest found hit, if any. |
227 | * |
228 | * @param[in] capsule Capsule to sweep through the scene. |
229 | * @param[in] rotation Orientation of the capsule. |
230 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
231 | * @param[out] hit Information recorded about a hit. Only valid if method returns true. |
232 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
233 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
234 | * detected. |
235 | * @return True if something was hit, false otherwise. |
236 | */ |
237 | BS_SCRIPT_EXPORT(n:CapsuleCast) |
238 | virtual bool capsuleCast(const Capsule& capsule, const Quaternion& rotation, const Vector3& unitDir, |
239 | PhysicsQueryHit& hit, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
240 | |
241 | /** |
242 | * Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any. |
243 | * |
244 | * @param[in] mesh Mesh to sweep through the scene. Must be convex. |
245 | * @param[in] position Starting position of the mesh. |
246 | * @param[in] rotation Orientation of the mesh. |
247 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
248 | * @param[out] hit Information recorded about a hit. Only valid if method returns true. |
249 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
250 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
251 | * detected. |
252 | * @return True if something was hit, false otherwise. |
253 | */ |
254 | BS_SCRIPT_EXPORT(n:ConvexCast) |
255 | virtual bool convexCast(const HPhysicsMesh& mesh, const Vector3& position, const Quaternion& rotation, |
256 | const Vector3& unitDir, PhysicsQueryHit& hit, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
257 | |
258 | /** |
259 | * Casts a ray into the scene and returns all found hits. |
260 | * |
261 | * @param[in] ray Ray to cast into the scene. |
262 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
263 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
264 | * detected. |
265 | * @return List of all detected hits. |
266 | */ |
267 | BS_SCRIPT_EXPORT(n:RayCastAll) |
268 | virtual Vector<PhysicsQueryHit> rayCastAll(const Ray& ray, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const; |
269 | |
270 | /** |
271 | * Casts a ray into the scene and returns all found hits. |
272 | * |
273 | * @param[in] origin Origin of the ray to cast into the scene. |
274 | * @param[in] unitDir Unit direction of the ray to cast into the scene. |
275 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
276 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
277 | * detected. |
278 | * @return List of all detected hits. |
279 | */ |
280 | BS_SCRIPT_EXPORT(n:RayCastAll) |
281 | virtual Vector<PhysicsQueryHit> rayCastAll(const Vector3& origin, const Vector3& unitDir, |
282 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
283 | |
284 | /** |
285 | * Performs a sweep into the scene using a box and returns all found hits. |
286 | * |
287 | * @param[in] box Box to sweep through the scene. |
288 | * @param[in] rotation Orientation of the box. |
289 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
290 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
291 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
292 | * detected. |
293 | * @return List of all detected hits. |
294 | */ |
295 | BS_SCRIPT_EXPORT(n:BoxCastAll) |
296 | virtual Vector<PhysicsQueryHit> boxCastAll(const AABox& box, const Quaternion& rotation, |
297 | const Vector3& unitDir, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
298 | |
299 | /** |
300 | * Performs a sweep into the scene using a sphere and returns all found hits. |
301 | * |
302 | * @param[in] sphere Sphere to sweep through the scene. |
303 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
304 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
305 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
306 | * detected. |
307 | * @return List of all detected hits. |
308 | */ |
309 | BS_SCRIPT_EXPORT(n:SphereCastAll) |
310 | virtual Vector<PhysicsQueryHit> sphereCastAll(const Sphere& sphere, const Vector3& unitDir, |
311 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
312 | |
313 | /** |
314 | * Performs a sweep into the scene using a capsule and returns all found hits. |
315 | * |
316 | * @param[in] capsule Capsule to sweep through the scene. |
317 | * @param[in] rotation Orientation of the capsule. |
318 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
319 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
320 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
321 | * detected. |
322 | * @return List of all detected hits. |
323 | */ |
324 | BS_SCRIPT_EXPORT(n:CapsuleCastAll) |
325 | virtual Vector<PhysicsQueryHit> capsuleCastAll(const Capsule& capsule, const Quaternion& rotation, |
326 | const Vector3& unitDir, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
327 | |
328 | /** |
329 | * Performs a sweep into the scene using a convex mesh and returns all found hits. |
330 | * |
331 | * @param[in] mesh Mesh to sweep through the scene. Must be convex. |
332 | * @param[in] position Starting position of the mesh. |
333 | * @param[in] rotation Orientation of the mesh. |
334 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
335 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
336 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
337 | * detected. |
338 | * @return List of all detected hits. |
339 | */ |
340 | BS_SCRIPT_EXPORT(n:ConvexCastAll) |
341 | virtual Vector<PhysicsQueryHit> convexCastAll(const HPhysicsMesh& mesh, const Vector3& position, |
342 | const Quaternion& rotation, const Vector3& unitDir, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
343 | |
344 | /** |
345 | * Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than other |
346 | * types of cast* calls. |
347 | * |
348 | * @param[in] ray Ray to cast into the scene. |
349 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
350 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
351 | * detected. |
352 | * @return True if something was hit, false otherwise. |
353 | */ |
354 | BS_SCRIPT_EXPORT(n:RayCastAny) |
355 | virtual bool rayCastAny(const Ray& ray, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const; |
356 | |
357 | /** |
358 | * Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than other |
359 | * types of cast* calls. |
360 | * |
361 | * @param[in] origin Origin of the ray to cast into the scene. |
362 | * @param[in] unitDir Unit direction of the ray to cast into the scene. |
363 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
364 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
365 | * detected. |
366 | * @return True if something was hit, false otherwise. |
367 | */ |
368 | BS_SCRIPT_EXPORT(n:RayCastAny) |
369 | virtual bool rayCastAny(const Vector3& origin, const Vector3& unitDir, |
370 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
371 | |
372 | /** |
373 | * Performs a sweep into the scene using a box and checks if it has hit anything. This can be significantly more |
374 | * efficient than other types of cast* calls. |
375 | * |
376 | * @param[in] box Box to sweep through the scene. |
377 | * @param[in] rotation Orientation of the box. |
378 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
379 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
380 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
381 | * detected. |
382 | * @return True if something was hit, false otherwise. |
383 | */ |
384 | BS_SCRIPT_EXPORT(n:BoxCastAny) |
385 | virtual bool boxCastAny(const AABox& box, const Quaternion& rotation, const Vector3& unitDir, |
386 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
387 | |
388 | /** |
389 | * Performs a sweep into the scene using a sphere and checks if it has hit anything. This can be significantly more |
390 | * efficient than other types of cast* calls. |
391 | * |
392 | * @param[in] sphere Sphere to sweep through the scene. |
393 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
394 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
395 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
396 | * detected. |
397 | * @return True if something was hit, false otherwise. |
398 | */ |
399 | BS_SCRIPT_EXPORT(n:SphereCastAny) |
400 | virtual bool sphereCastAny(const Sphere& sphere, const Vector3& unitDir, |
401 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
402 | |
403 | /** |
404 | * Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly more |
405 | * efficient than other types of cast* calls. |
406 | * |
407 | * @param[in] capsule Capsule to sweep through the scene. |
408 | * @param[in] rotation Orientation of the capsule. |
409 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
410 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
411 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
412 | * detected. |
413 | * @return True if something was hit, false otherwise. |
414 | */ |
415 | BS_SCRIPT_EXPORT(n:CapsuleCastAny) |
416 | virtual bool capsuleCastAny(const Capsule& capsule, const Quaternion& rotation, const Vector3& unitDir, |
417 | UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
418 | |
419 | /** |
420 | * Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly |
421 | * more efficient than other types of cast* calls. |
422 | * |
423 | * @param[in] mesh Mesh to sweep through the scene. Must be convex. |
424 | * @param[in] position Starting position of the mesh. |
425 | * @param[in] rotation Orientation of the mesh. |
426 | * @param[in] unitDir Unit direction towards which to perform the sweep. |
427 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
428 | * @param[in] max Maximum distance at which to perform the query. Hits past this distance will not be |
429 | * detected. |
430 | * @return True if something was hit, false otherwise. |
431 | */ |
432 | BS_SCRIPT_EXPORT(n:ConvexCastAny) |
433 | virtual bool convexCastAny(const HPhysicsMesh& mesh, const Vector3& position, const Quaternion& rotation, |
434 | const Vector3& unitDir, UINT64 layer = BS_ALL_LAYERS, float max = FLT_MAX) const = 0; |
435 | |
436 | /** |
437 | * Returns a list of all colliders in the scene that overlap the provided box. |
438 | * |
439 | * @param[in] box Box to check for overlap. |
440 | * @param[in] rotation Orientation of the box. |
441 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
442 | * @return List of all colliders that overlap the box. |
443 | */ |
444 | BS_SCRIPT_EXPORT(n:BoxOverlap) |
445 | virtual Vector<HCollider> boxOverlap(const AABox& box, const Quaternion& rotation, |
446 | UINT64 layer = BS_ALL_LAYERS) const; |
447 | |
448 | /** |
449 | * Returns a list of all colliders in the scene that overlap the provided sphere. |
450 | * |
451 | * @param[in] sphere Sphere to check for overlap. |
452 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
453 | * @return List of all colliders that overlap the sphere. |
454 | */ |
455 | BS_SCRIPT_EXPORT(n:SphereOverlap) |
456 | virtual Vector<HCollider> sphereOverlap(const Sphere& sphere, UINT64 layer = BS_ALL_LAYERS) const; |
457 | |
458 | /** |
459 | * Returns a list of all colliders in the scene that overlap the provided capsule. |
460 | * |
461 | * @param[in] capsule Capsule to check for overlap. |
462 | * @param[in] rotation Orientation of the capsule. |
463 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
464 | * @return List of all colliders that overlap the capsule. |
465 | */ |
466 | BS_SCRIPT_EXPORT(n:CapsuleOverlap) |
467 | virtual Vector<HCollider> capsuleOverlap(const Capsule& capsule, const Quaternion& rotation, |
468 | UINT64 layer = BS_ALL_LAYERS) const; |
469 | |
470 | /** |
471 | * Returns a list of all colliders in the scene that overlap the provided convex mesh. |
472 | * |
473 | * @param[in] mesh Mesh to check for overlap. Must be convex. |
474 | * @param[in] position Position of the mesh. |
475 | * @param[in] rotation Orientation of the mesh. |
476 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
477 | * @return List of all colliders that overlap the mesh. |
478 | */ |
479 | BS_SCRIPT_EXPORT(n:ConvexOverlap) |
480 | virtual Vector<HCollider> convexOverlap(const HPhysicsMesh& mesh, const Vector3& position, |
481 | const Quaternion& rotation, UINT64 layer = BS_ALL_LAYERS) const; |
482 | |
483 | /** |
484 | * Checks if the provided box overlaps any other collider in the scene. |
485 | * |
486 | * @param[in] box Box to check for overlap. |
487 | * @param[in] rotation Orientation of the box. |
488 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
489 | * @return True if there is overlap with another object, false otherwise. |
490 | */ |
491 | BS_SCRIPT_EXPORT(n:BoxOverlapAny) |
492 | virtual bool boxOverlapAny(const AABox& box, const Quaternion& rotation, UINT64 layer = BS_ALL_LAYERS) const = 0; |
493 | |
494 | /** |
495 | * Checks if the provided sphere overlaps any other collider in the scene. |
496 | * |
497 | * @param[in] sphere Sphere to check for overlap. |
498 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
499 | * @return True if there is overlap with another object, false otherwise. |
500 | */ |
501 | BS_SCRIPT_EXPORT(n:SphereOverlapAny) |
502 | virtual bool sphereOverlapAny(const Sphere& sphere, UINT64 layer = BS_ALL_LAYERS) const = 0; |
503 | |
504 | /** |
505 | * Checks if the provided capsule overlaps any other collider in the scene. |
506 | * |
507 | * @param[in] capsule Capsule to check for overlap. |
508 | * @param[in] rotation Orientation of the capsule. |
509 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
510 | * @return True if there is overlap with another object, false otherwise. |
511 | */ |
512 | BS_SCRIPT_EXPORT(n:CapsuleOverlapAny) |
513 | virtual bool capsuleOverlapAny(const Capsule& capsule, const Quaternion& rotation, |
514 | UINT64 layer = BS_ALL_LAYERS) const = 0; |
515 | |
516 | /** |
517 | * Checks if the provided convex mesh overlaps any other collider in the scene. |
518 | * |
519 | * @param[in] mesh Mesh to check for overlap. Must be convex. |
520 | * @param[in] position Position of the mesh. |
521 | * @param[in] rotation Orientation of the mesh. |
522 | * @param[in] layer Layers to consider for the query. This allows you to ignore certain groups of objects. |
523 | * @return True if there is overlap with another object, false otherwise. |
524 | */ |
525 | BS_SCRIPT_EXPORT(n:ConvexOverlapAny) |
526 | virtual bool convexOverlapAny(const HPhysicsMesh& mesh, const Vector3& position, const Quaternion& rotation, |
527 | UINT64 layer = BS_ALL_LAYERS) const = 0; |
528 | |
529 | /******************************************************************************************************************/ |
530 | /************************************************* OPTIONS ********************************************************/ |
531 | /******************************************************************************************************************/ |
532 | |
533 | /** Checks is a specific physics option enabled. */ |
534 | virtual bool hasFlag(PhysicsFlags flag) const { return mFlags & flag; } |
535 | |
536 | /** Enables or disabled a specific physics option. */ |
537 | virtual void setFlag(PhysicsFlags flag, bool enabled) { if (enabled) mFlags |= flag; else mFlags &= ~flag; } |
538 | |
539 | /** |
540 | * Returns a maximum edge length before a triangle is tesselated. |
541 | * |
542 | * @see PhysicsFlags::CCT_Tesselation |
543 | */ |
544 | virtual float getMaxTesselationEdgeLength() const = 0; |
545 | |
546 | /** |
547 | * Sets a maximum edge length before a triangle is tesselated. |
548 | * |
549 | * @see PhysicsFlags::CCT_Tesselation |
550 | */ |
551 | virtual void setMaxTesselationEdgeLength(float length) = 0; |
552 | |
553 | /** @copydoc setGravity() */ |
554 | BS_SCRIPT_EXPORT(n:Gravity,pr:getter) |
555 | virtual Vector3 getGravity() const = 0; |
556 | |
557 | /** Determines the global gravity value for all objects in the scene. */ |
558 | BS_SCRIPT_EXPORT(n:Gravity,pr:setter) |
559 | virtual void setGravity(const Vector3& gravity) = 0; |
560 | |
561 | /** |
562 | * Adds a new physics region. Certain physics options require you to set up regions in which physics objects are |
563 | * allowed to be in, and objects outside of these regions will not be handled by physics. You do not need to set |
564 | * up these regions by default. |
565 | */ |
566 | BS_SCRIPT_EXPORT(n:AddPhysicsRegion) |
567 | virtual UINT32 addBroadPhaseRegion(const AABox& region) = 0; |
568 | |
569 | /** Removes a physics region. */ |
570 | BS_SCRIPT_EXPORT(n:RemovePhysicsRegion) |
571 | virtual void removeBroadPhaseRegion(UINT32 handle) = 0; |
572 | |
573 | /** Removes all physics regions. */ |
574 | BS_SCRIPT_EXPORT(n:ClearPhysicsRegions) |
575 | virtual void clearBroadPhaseRegions() = 0; |
576 | |
577 | /** @name Internal |
578 | * @{ |
579 | */ |
580 | |
581 | /******************************************************************************************************************/ |
582 | /************************************************* CREATION *******************************************************/ |
583 | /******************************************************************************************************************/ |
584 | |
585 | /** @copydoc Rigidbody::create */ |
586 | virtual SPtr<Rigidbody> createRigidbody(const HSceneObject& linkedSO) = 0; |
587 | |
588 | /** |
589 | * Creates a new box collider. |
590 | * |
591 | * @param[in] extents Extents (half size) of the box. |
592 | * @param[in] position Center of the box. |
593 | * @param[in] rotation Rotation of the box. |
594 | */ |
595 | virtual SPtr<BoxCollider> createBoxCollider(const Vector3& extents, const Vector3& position, |
596 | const Quaternion& rotation) = 0; |
597 | |
598 | /** |
599 | * Creates a new sphere collider. |
600 | * |
601 | * @param[in] radius Radius of the sphere geometry. |
602 | * @param[in] position Position of the collider. |
603 | * @param[in] rotation Rotation of the collider. |
604 | */ |
605 | virtual SPtr<SphereCollider> createSphereCollider(float radius, |
606 | const Vector3& position, const Quaternion& rotation) = 0; |
607 | |
608 | /** |
609 | * Creates a new plane collider. |
610 | * |
611 | * @param[in] position Position of the collider. |
612 | * @param[in] rotation Rotation of the collider. |
613 | */ |
614 | virtual SPtr<PlaneCollider> createPlaneCollider(const Vector3& position, const Quaternion& rotation) = 0; |
615 | |
616 | /** |
617 | * Creates a new capsule collider. |
618 | * |
619 | * @param[in] radius Radius of the capsule. |
620 | * @param[in] halfHeight Half height of the capsule, from the origin to one of the hemispherical centers, along |
621 | * the normal vector. |
622 | * @param[in] position Center of the box. |
623 | * @param[in] rotation Rotation of the box. |
624 | */ |
625 | virtual SPtr<CapsuleCollider> createCapsuleCollider(float radius, float halfHeight, |
626 | const Vector3& position, const Quaternion& rotation) = 0; |
627 | |
628 | /** |
629 | * Creates a new mesh collider. |
630 | * |
631 | * @param[in] position Position of the collider. |
632 | * @param[in] rotation Rotation of the collider. |
633 | */ |
634 | virtual SPtr<MeshCollider> createMeshCollider(const Vector3& position, const Quaternion& rotation) = 0; |
635 | |
636 | /** |
637 | * Creates a new fixed joint. |
638 | * |
639 | * @param[in] desc Settings describing the joint. |
640 | */ |
641 | virtual SPtr<FixedJoint> createFixedJoint(const FIXED_JOINT_DESC& desc) = 0; |
642 | |
643 | /** |
644 | * Creates a new distance joint. |
645 | * |
646 | * @param[in] desc Settings describing the joint. |
647 | */ |
648 | virtual SPtr<DistanceJoint> createDistanceJoint(const DISTANCE_JOINT_DESC& desc) = 0; |
649 | |
650 | /** |
651 | * Creates a new hinge joint. |
652 | * |
653 | * @param[in] desc Settings describing the joint. |
654 | */ |
655 | virtual SPtr<HingeJoint> createHingeJoint(const HINGE_JOINT_DESC& desc) = 0; |
656 | |
657 | /** |
658 | * Creates a new spherical joint. |
659 | * |
660 | * @param[in] desc Settings describing the joint. |
661 | */ |
662 | virtual SPtr<SphericalJoint> createSphericalJoint(const SPHERICAL_JOINT_DESC& desc) = 0; |
663 | |
664 | /** |
665 | * Creates a new spherical joint. |
666 | * |
667 | * @param[in] desc Settings describing the joint. |
668 | */ |
669 | virtual SPtr<SliderJoint> createSliderJoint(const SLIDER_JOINT_DESC& desc) = 0; |
670 | |
671 | /** |
672 | * Creates a new D6 joint. |
673 | * |
674 | * @param[in] desc Settings describing the joint. |
675 | */ |
676 | virtual SPtr<D6Joint> createD6Joint(const D6_JOINT_DESC& desc) = 0; |
677 | |
678 | /** |
679 | * Creates a new character controller. |
680 | * |
681 | * @param[in] desc Describes controller geometry and movement. |
682 | */ |
683 | virtual SPtr<CharacterController> createCharacterController(const CHAR_CONTROLLER_DESC& desc) = 0; |
684 | |
685 | /** @copydoc PhysicsScene::boxOverlap() */ |
686 | virtual Vector<Collider*> _boxOverlap(const AABox& box, const Quaternion& rotation, |
687 | UINT64 layer = BS_ALL_LAYERS) const = 0; |
688 | |
689 | /** @copydoc PhysicsScene::sphereOverlap() */ |
690 | virtual Vector<Collider*> _sphereOverlap(const Sphere& sphere, UINT64 layer = BS_ALL_LAYERS) const = 0; |
691 | |
692 | /** @copydoc PhysicsScene::capsuleOverlap() */ |
693 | virtual Vector<Collider*> _capsuleOverlap(const Capsule& capsule, const Quaternion& rotation, |
694 | UINT64 layer = BS_ALL_LAYERS) const = 0; |
695 | |
696 | /** @copydoc PhysicsScene::convexOverlap() */ |
697 | virtual Vector<Collider*> _convexOverlap(const HPhysicsMesh& mesh, const Vector3& position, |
698 | const Quaternion& rotation, UINT64 layer = BS_ALL_LAYERS) const = 0; |
699 | |
700 | /** @} */ |
701 | protected: |
702 | PhysicsScene() = default; |
703 | virtual ~PhysicsScene() = default; |
704 | |
705 | PhysicsFlags mFlags; |
706 | }; |
707 | |
708 | /** @} */ |
709 | } |
710 | |