/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org 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 GL_DIALOG_DYNAMICS_WORLD_H #define GL_DIALOG_DYNAMICS_WORLD_H class btDiscreteDynamicsWorld; class GL_DialogWindow; class btDefaultCollisionConfiguration; struct btDbvtBroadphase; class btSequentialImpulseConstraintSolver; class btCollisionDispatcher; class btVoronoiSimplexSolver; class btMinkowskiPenetrationDepthSolver; class btCollisionObject; class btTypedConstraint; struct GL_ToggleControl; struct GL_SliderControl; #include "LinearMath/btAlignedObjectArray.h" #include "LinearMath/btVector3.h" class GL_DialogDynamicsWorld { btDefaultCollisionConfiguration* m_collisionConfiguration; btDbvtBroadphase* m_broadphase; btSequentialImpulseConstraintSolver* m_constraintSolver; btCollisionDispatcher* m_dispatcher; btVoronoiSimplexSolver* m_simplexSolver; btMinkowskiPenetrationDepthSolver* m_pdSolver; btDiscreteDynamicsWorld* m_dynamicsWorld; btCollisionObject* m_lowerBorder; btCollisionObject* m_upperBorder; btCollisionObject* m_leftBorder; btCollisionObject* m_rightBorder; btAlignedObjectArray m_dialogs; int m_screenWidth; int m_screenHeight; ///for picking int m_mouseOldX; int m_mouseOldY; int m_mouseButtons; ///constraint for mouse picking btTypedConstraint* m_pickConstraint; btVector3 getRayTo(int x,int y); public: GL_DialogDynamicsWorld(); virtual ~GL_DialogDynamicsWorld(); virtual void setScreenSize(int width, int height); virtual GL_DialogWindow* createDialog(int horPos,int vertPos,int dialogWidth,int dialogHeight, const char* dialogTitle ); GL_ToggleControl* createToggle(GL_DialogWindow* dialog, const char* toggleText); GL_SliderControl* createSlider(GL_DialogWindow* dialog, const char* sliderText, btScalar initialFraction = btScalar(0.5f)); virtual void draw(btScalar timeStep); virtual bool mouseFunc(int button, int state, int x, int y); virtual void mouseMotionFunc(int x,int y); }; #endif //GL_DIALOG_DYNAMICS_WORLD_H