/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef LOCALGUI_H #define LOCALGUI_H #include "Gui.h" #include "GlutStuff.h" #include "GL_ShapeDrawer.h" #include "GLDebugDrawer.h" #include #include #include #include "LinearMath/btVector3.h" #include "LinearMath/btMatrix3x3.h" #include "LinearMath/btTransform.h" #include "LinearMath/btQuickprof.h" #include "LinearMath/btAlignedObjectArray.h" #include "Environment.h" class btCollisionShape; class btDynamicsWorld; class btRigidBody; class btTypedConstraint; class btBroadphaseInterface; class btCollisionShape; class btOverlappingPairCache; class btCollisionDispatcher; class btConstraintSolver; struct btCollisionAlgorithmCreateFunc; class btDefaultCollisionConfiguration; class LocalGui : public Gui { void displayProfileString(int xOffset,int yStart,char* message); class CProfileIterator* m_profileIterator; protected: #ifdef USE_BT_CLOCK btClock m_clock; #endif //USE_BT_CLOCK ///this is the most important class btDynamicsWorld* m_dynamicsWorld; ///constraint for mouse picking btTypedConstraint* m_pickConstraint; btCollisionShape* m_shootBoxShape; float m_cameraDistance; int m_debugMode; float m_ele; float m_azi; btVector3 m_cameraPosition; btVector3 m_cameraTargetPosition;//look at int m_mouseOldX; int m_mouseOldY; int m_mouseButtons; public: int m_modifierKeys; protected: float m_scaleBottom; float m_scaleFactor; btVector3 m_cameraUp; int m_forwardAxis; int m_glutScreenWidth; int m_glutScreenHeight; int m_ortho; float m_ShootBoxInitialSpeed; bool m_stepping; bool m_singleStep; bool m_idle; int m_lastKey; void showProfileInfo(int& xOffset,int& yStart, int yIncr); void renderscene(int pass); GL_ShapeDrawer* m_shapeDrawer; bool m_enableshadows; btVector3 m_sundirection; public: LocalGui(Environment *env); ~LocalGui(); btDynamicsWorld* getDynamicsWorld() { return m_env->getDynamicsWorld(); } void initPhysics(); void exitPhysics(); void setDrawClusters(bool drawClusters) { } void overrideGLShapeDrawer (GL_ShapeDrawer* shapeDrawer); void setOrthographicProjection(); void resetPerspectiveProjection(); bool setTexturing(bool enable) { return(m_shapeDrawer->enableTexture(enable)); } bool setShadows(bool enable) { bool p=m_enableshadows;m_enableshadows=enable;return(p); } bool getTexturing() const { return m_shapeDrawer->hasTextureEnabled(); } bool getShadows() const { return m_enableshadows; } int getDebugMode() { return m_debugMode ; } void setDebugMode(int mode); void setAzi(float azi) { m_azi = azi; } void setCameraUp(const btVector3& camUp) { m_cameraUp = camUp; } void setCameraForwardAxis(int axis) { m_forwardAxis = axis; } void init(); void toggleIdle(); void updateCamera(); btVector3 getCameraPosition() { return m_cameraPosition; } btVector3 getCameraTargetPosition() { return m_cameraTargetPosition; } btScalar getDeltaTimeMicroseconds() { #ifdef USE_BT_CLOCK btScalar dt = m_clock.getTimeMicroseconds(); m_clock.reset(); return dt; #else return btScalar(16666.); #endif } float getCameraDistance(); void setCameraDistance(float dist); ///glut callbacks void moveAndDisplay(); void clientMoveAndDisplay(); void clientResetScene(); ///Demo functions void setShootBoxShape (); void shootBox(const btVector3& destination); btVector3 getRayTo(int x,int y); btRigidBody* localCreateRigidBody(float mass, const btTransform& startTransform,btCollisionShape* shape); ///callback methods by glut void keyboardCallback(unsigned char key, int x, int y); void keyboardUpCallback(unsigned char key, int x, int y) { }; void specialKeyboard(int key, int x, int y); void specialKeyboardUp(int key, int x, int y) { }; void reshape(int w, int h); void mouseFunc(int button, int state, int x, int y); void mouseMotionFunc(int x,int y); void displayCallback(); void renderme(); void swapBuffers(); void updateModifierKeys(); void stepLeft(); void stepRight(); void stepFront(); void stepBack(); void zoomIn(); void zoomOut(); bool isIdle() const { return m_idle; } void setIdle(bool idle) { m_idle = idle; } }; #endif