59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
#pragma once
|
|
#include <glm/ext/vector_float3.hpp>
|
|
#include "Rigibody.h"
|
|
#include "src/Core/Timestep.h"
|
|
#include "src/Core/Core.h"
|
|
#include <map>
|
|
#include "RaycastResult.h"
|
|
|
|
#include <src/Core/Physics/GhostObject.h>
|
|
#include "CharacterController.h"
|
|
|
|
#include <Jolt/Jolt.h>
|
|
namespace JPH
|
|
{
|
|
class PhysicsSystem;
|
|
class JobSystemThreadPool;
|
|
class ContactListener;
|
|
class BodyActivationListener;
|
|
class BodyInterface;
|
|
}
|
|
|
|
namespace Nuake
|
|
{
|
|
class BPLayerInterfaceImpl;
|
|
class MyContactListener;
|
|
class MyBodyActivationListener;
|
|
|
|
namespace Physics {
|
|
class DynamicWorld {
|
|
private:
|
|
uint32_t _stepCount;
|
|
|
|
Ref<JPH::PhysicsSystem> _JoltPhysicsSystem;
|
|
JPH::JobSystemThreadPool* _JoltJobSystem;
|
|
Scope<MyContactListener> _contactListener;
|
|
Scope<MyBodyActivationListener> _bodyActivationListener;
|
|
JPH::BodyInterface* _JoltBodyInterface;
|
|
BPLayerInterfaceImpl* _JoltBroadphaseLayerInterface;
|
|
|
|
std::vector<uint32_t> _registeredBodies;
|
|
public:
|
|
DynamicWorld();
|
|
|
|
void DrawDebug();
|
|
|
|
void SetGravity(glm::vec3 g);
|
|
void AddRigidbody(Ref<RigidBody> rb);
|
|
|
|
void AddGhostbody(Ref<GhostObject> gb);
|
|
void AddCharacterController(Ref<CharacterController> cc);
|
|
|
|
RaycastResult Raycast(glm::vec3 from, glm::vec3 to);
|
|
void StepSimulation(Timestep ts);
|
|
void Clear();
|
|
};
|
|
}
|
|
}
|
|
|