1 #ifndef UGDK_ACTION_3D_PHYSICS_H_
2 #define UGDK_ACTION_3D_PHYSICS_H_
5 #include <forward_list>
13 class btBroadphaseInterface;
14 class btDefaultCollisionConfiguration;
15 class btCollisionDispatcher;
16 class btSequentialImpulseConstraintSolver;
17 class btDynamicsWorld;
18 class btDiscreteDynamicsWorld;
19 class btManifoldPoint;
42 std::forward_list<std::weak_ptr<Element>>
ContactQuery(
short collision_groups,
const btVector3& pos,
double radius);
49 btBroadphaseInterface* broadphase_;
50 btDefaultCollisionConfiguration* config_;
51 btCollisionDispatcher* dispatcher_;
52 btSequentialImpulseConstraintSolver* solver_;
53 btDiscreteDynamicsWorld* world_;
55 BtOgre::DebugDrawer* debug_drawer_;
57 static void tickCallback(btDynamicsWorld *world,
float timeStep);
64 #endif // UGDK_ACTION_3D_PHYSICS_H_
bool debug_draw_enabled()
Definition: animation.h:11
Definition: physicsbody.h:19
void RemoveBody(component::PhysicsBody *obj)
void AddBody(component::PhysicsBody *obj)
Physics(const btVector3 &grav, Scene3D *scene)
void set_debug_draw_enabled(bool enable)
std::forward_list< std::weak_ptr< Element > > ContactQuery(short collision_groups, const btVector3 &pos, double radius)
A 3D game scene, or screen.
Definition: scene3d.h:32