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ParaEngine::CPhysicsWorld Class Reference

The global physics scene (NxScene) and physics SDK is encapsulated in a member object of scene manager. More...

#include <PhysicsWorld.h>

Inheritance diagram for ParaEngine::CPhysicsWorld:
ParaEngine::IAttributeFields ParaEngine::IObject ParaEngine::CRefCounted

Classes

struct  SubMeshPhysicsShape
 
class  TriangleMeshShape
 the triangle mesh shape. More...
 

Public Types

typedef std::list< TriangleMeshShape * > TriangleMeshShape_Map_Type
 
- Public Types inherited from ParaEngine::IAttributeFields
typedef ParaEngine::weak_ptr< IObject, IAttributeFieldsWeakPtr_type
 
- Public Types inherited from ParaEngine::IObject
typedef ParaEngine::weak_ptr< IObjectWeakPtr_type
 

Public Member Functions

 ATTRIBUTE_DEFINE_CLASS (CPhysicsWorld)
 
void InitPhysics ()
 Init the physics scene.
 
void ExitPhysics ()
 ExitPhysics() calls NxPhysicsSDK::releaseScene() which deletes all the objects in the scene and then deletes the scene itself. More...
 
void ResetPhysics ()
 First call ExitPhysics(), then InitPhysics()
 
void StepSimulation (double dTime)
 Start the physics for some time advances dTime: advances in seconds.
 
IParaPhysicsActorCreateStaticMesh (MeshEntity *ppMesh, const Matrix4 &globalMat, uint32 nShapeGroup=0, vector< IParaPhysicsActor *> *pOutputPhysicsActor=NULL, void *pUserData=NULL)
 create a static actor in the physical world from a mesh entity. More...
 
IParaPhysicsActorCreateStaticMesh (ParaXEntity *ppMesh, const Matrix4 &globalMat, uint32 nShapeGroup=0, vector< IParaPhysicsActor *> *pOutputPhysicsActor=NULL, void *pUserData=NULL)
 
void ReleaseActor (IParaPhysicsActor *pActor)
 release an actor by calling this function. More...
 
void SetDynamicsSimulationEnabled (bool bEnable)
 whether to do dynamic simulation. More...
 
bool IsDynamicsSimulationEnabled ()
 
IParaPhysicsGetPhysicsInterface ()
 get the physics interface. More...
 
- Public Member Functions inherited from ParaEngine::IAttributeFields
virtual int GetAttributeClassID ()
 attribute class ID should be identical, unless one knows how overriding rules work. More...
 
virtual const char * GetAttributeClassName ()
 a static string, describing the attribute class object's name
 
virtual const char * GetAttributeClassDescription ()
 a static string, describing the attribute class object
 
virtual int InstallFields (CAttributeClass *pClass, bool bOverride)
 this class should be implemented if one wants to add new attribute. More...
 
virtual int GetChildAttributeColumnCount ()
 we support multi-dimensional child object. More...
 
virtual int GetChildAttributeObjectCount (int nColumnIndex=0)
 get the number of child objects (row count) in the given column. More...
 
virtual IAttributeFieldsGetChildAttributeObject (int nRowIndex, int nColumnIndex=0)
 
virtual IAttributeFieldsGetChildAttributeObject (const std::string &sName)
 get attribute by child object. More...
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *)
 
 ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s)
 
 ATTRIBUTE_METHOD (IAttributeFields, AddRef_s)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *)
 
 ATTRIBUTE_METHOD (IAttributeFields, Release_s)
 
virtual const std::string & GetIdentifier ()
 
virtual void SetIdentifier (const std::string &sID)
 
virtual bool IsModified ()
 whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More...
 
virtual void SetModified (bool bModified)
 set whether any field has been modified. More...
 
virtual bool ValidateFields ()
 validate all fields and return true if validation passed. More...
 
virtual string GetValidationMessage ()
 get the recent validation message due to the most recent call to ValidateFields()
 
virtual bool ResetField (int nFieldID)
 Reset the field to its initial or default value. More...
 
virtual bool InvokeEditor (int nFieldID, const std::string &sParameters)
 Invoke an (external) editor for a given field. More...
 
virtual bool AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0)
 add child object. More...
 
virtual void * QueryObjectByName (const std::string &sObjectType)
 convert to object of a given type. More...
 
virtual void * QueryObject (int nObjectType)
 convert to object of a given type. More...
 
virtual int GetTime ()
 get the current local time in case it is animated in milli seconds frames. More...
 
virtual void SetTime (int nTime)
 
virtual CDynamicAttributeFieldGetDynamicField (const std::string &sName)
 Get a dynamic field with a given name. More...
 
virtual CDynamicAttributeFieldGetDynamicField (int nIndex)
 Get a dynamic field with a given index. More...
 
virtual const char * GetDynamicFieldNameByIndex (int nIndex)
 get field name by index
 
virtual int GetDynamicFieldCount ()
 how many dynamic field this object currently have. More...
 
virtual int SetDynamicField (const std::string &sName, const CVariable &value)
 set a dynamic field with a given name. More...
 
virtual int AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType)
 add dynamic field and return field index
 
virtual void RemoveAllDynamicFields ()
 remove all dynamic fields
 
virtual int SaveDynamicFieldsToString (std::string &output)
 save only text dynamic fields to fieldname = value text strings. More...
 
virtual int LoadDynamicFieldsFromString (const std::string &input)
 load only text dynamic fields from string More...
 
CAttributeClassGetAttributeClass ()
 get the main attribute class object. More...
 
void PrintObject ()
 print the content of this object to a text file at temp/doc/[ClassName].txt. More...
 
- Public Member Functions inherited from ParaEngine::IObject
virtual void Clone (IObject *obj) const
 Clone the object's contains to a pointer. More...
 
virtual IObjectClone () const
 Clone the object's contains and return a pointer to the newly created object. More...
 
virtual bool Equals (const IObject *obj) const
 Compare the object with another object. More...
 
virtual const ITypeGetType () const
 
virtual std::string ToString () const
 
WeakPtr_typeGetWeakReference ()
 get weak reference object. More...
 
virtual int ProcessObjectEvent (const ObjectEvent &event)
 this function is only used to backward compatibility of ParaObject:AddEvent() function. More...
 
- Public Member Functions inherited from ParaEngine::CRefCounted
void addref () const
 add reference count of the object. More...
 
bool delref () const
 decrease reference count of the object. More...
 
int GetRefCount () const
 get the reference count
 
virtual int Release ()
 
CRefCountedAddToAutoReleasePool ()
 addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More...
 

Public Attributes

IParaPhysicsm_pPhysicsWorld
 the main physic interface. More...
 
TriangleMeshShape_Map_Type m_listMeshShapes
 all shapes used to composed the physical world. There may be multiple object using the same shape
 
bool m_bRunDynamicSimulation
 whether to do dynamic simulation. It is turned off by default, which only provide basic collision detection.
 

Additional Inherited Members

- Static Public Member Functions inherited from ParaEngine::IAttributeFields
static HRESULT GetAttributeClassID_s (IAttributeFields *cls, int *p1)
 
static HRESULT GetAttributeClassName_s (IAttributeFields *cls, const char **p1)
 
static bool OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false)
 Open a given file with the default registered editor in the game engine. More...
 
- Protected Member Functions inherited from ParaEngine::IAttributeFields
virtual CAttributeClassCreateAttributeClass ()
 initialize fields
 
virtual CDynamicAttributesSetGetDynamicAttributes (bool bCreateIfNotExist=false)
 
- Protected Attributes inherited from ParaEngine::IObject
WeakPtr_type m_weak_reference
 
- Protected Attributes inherited from ParaEngine::CRefCounted
int m_refcount
 

Detailed Description

The global physics scene (NxScene) and physics SDK is encapsulated in a member object of scene manager.

It is called CPhysicsWorld. The environment simulator can retrieve the physics scene from this object. Other physics actor scene object can access this global physics objects via the scene manager.

Member Function Documentation

§ CreateStaticMesh() [1/2]

IParaPhysicsActor * ParaEngine::CPhysicsWorld::CreateStaticMesh ( MeshEntity ppMesh,
const Matrix4 globalMat,
uint32  nShapeGroup = 0,
vector< IParaPhysicsActor *> *  pOutputPhysicsActor = NULL,
void *  pUserData = NULL 
)

create a static actor in the physical world from a mesh entity.

please note that multiple mesh actor may be created.

ppMesh: the mesh entity, it must contain non-material faces. globalMat: the facing around the y axis. nShapeGroup: default to 0, must be smaller than 32. please see groups Mask used to filter shape objects. See #NxShape::setGroup group 0 means physics object that will block the player, but not the camera, such as small stones, thin posts, trees, etc. group 1 means physics object that will block the camera and player, such as building walls, big tree trunks, etc. group 2 means physics object that will block the camera only. pOutputPhysicsActor: in case the ppMesh contains multiple actors, it will be returned and added to pOutputPhysicsActor. if this is NULL, only the first physics actor will be added and returned. pUserData: the user data associated with each physics actor, this is usually its parent BaseObject.

Returns
the first physics actor that is added in ppMesh.

Get the scaling factor from globalMat. since we need to create separate physics mesh with different scaling factors even for the same mesh model. it is assumed that components of globalMat satisfies the following equation: |(globalMat._11, globalMat._12, globalMat._13)| = 1; |(globalMat._21, globalMat._22, globalMat._23)| = 1; |(globalMat._31, globalMat._32, globalMat._33)| = 1;

if the shape has not been created from MeshEntity, we will create it, and add to the shape list for reuse later

Create the static actor

§ CreateStaticMesh() [2/2]

IParaPhysicsActor * ParaEngine::CPhysicsWorld::CreateStaticMesh ( ParaXEntity ppMesh,
const Matrix4 globalMat,
uint32  nShapeGroup = 0,
vector< IParaPhysicsActor *> *  pOutputPhysicsActor = NULL,
void *  pUserData = NULL 
)

Get the scaling factor from globalMat. since we need to create separate physics mesh with different scaling factors even for the same mesh model. it is assumed that components of globalMat satisfies the following equation: |(globalMat._11, globalMat._12, globalMat._13)| = 1; |(globalMat._21, globalMat._22, globalMat._23)| = 1; |(globalMat._31, globalMat._32, globalMat._33)| = 1;

if the shape has not been created from MeshEntity, we will create it, and add to the shape list for reuse later

Create the static actor

§ ExitPhysics()

void CPhysicsWorld::ExitPhysics ( )

ExitPhysics() calls NxPhysicsSDK::releaseScene() which deletes all the objects in the scene and then deletes the scene itself.

It then calls NxPhysicsSDK::release() which shuts down the SDK. ExitPhysics() is also called after glutMainLoop() to shut down the SDK before exiting.

§ GetPhysicsInterface()

IParaPhysics * CPhysicsWorld::GetPhysicsInterface ( )

get the physics interface.

create one if one does not exist.

§ ReleaseActor()

void CPhysicsWorld::ReleaseActor ( IParaPhysicsActor pActor)

release an actor by calling this function.

§ SetDynamicsSimulationEnabled()

void ParaEngine::CPhysicsWorld::SetDynamicsSimulationEnabled ( bool  bEnable)

whether to do dynamic simulation.

It is turned off by default, which only provide basic collision detection.

Member Data Documentation

§ m_pPhysicsWorld

IParaPhysics* ParaEngine::CPhysicsWorld::m_pPhysicsWorld

the main physic interface.


The documentation for this class was generated from the following files: