bullet3/examples/CommonInterfaces/CommonGUIHelperInterface.h
erwincoumans 218e9f9bf9 enable URDF loading throught the 'File/Open' menu
set a default camera targets for each demo. note that it is only reset when switching to a different demo, so you can restart at your chosen location.
no OpenCL pairbench drawing in OpenGL2 (there is no VBO available etc)
2015-05-01 11:42:14 -07:00

118 lines
3.4 KiB
C++

#ifndef GUI_HELPER_INTERFACE_H
#define GUI_HELPER_INTERFACE_H
class btRigidBody;
class btVector3;
class btCollisionObject;
class btDiscreteDynamicsWorld;
class btCollisionShape;
struct Common2dCanvasInterface;
struct CommonParameterInterface;
struct CommonRenderInterface;
struct CommonGraphicsApp;
///The Bullet 2 GraphicsPhysicsBridge let's the graphics engine create graphics representation and synchronize
struct GUIHelperInterface
{
virtual ~GUIHelperInterface() {}
virtual void createRigidBodyGraphicsObject(btRigidBody* body,const btVector3& color) = 0;
virtual void createCollisionObjectGraphicsObject(btCollisionObject* obj,const btVector3& color) = 0;
virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape)=0;
virtual void syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld)=0;
virtual void render(const btDiscreteDynamicsWorld* rbWorld)=0;
virtual void createPhysicsDebugDrawer( btDiscreteDynamicsWorld* rbWorld)=0;
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices) =0;
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) =0;
virtual Common2dCanvasInterface* get2dCanvasInterface()=0;
virtual CommonParameterInterface* getParameterInterface()=0;
virtual CommonRenderInterface* getRenderInterface()=0;
virtual CommonGraphicsApp* getAppInterface()=0;
virtual void setUpAxis(int axis)=0;
virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)=0;
virtual void autogenerateGraphicsObjects(btDiscreteDynamicsWorld* rbWorld) =0;
virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size)=0;
};
///the DummyGUIHelper does nothing, so we can test the examples without GUI/graphics (in 'console mode')
struct DummyGUIHelper : public GUIHelperInterface
{
DummyGUIHelper() {}
virtual ~DummyGUIHelper() {}
virtual void createRigidBodyGraphicsObject(btRigidBody* body,const btVector3& color){}
virtual void createCollisionObjectGraphicsObject(btCollisionObject* obj,const btVector3& color) {}
virtual void createCollisionShapeGraphicsObject(btCollisionShape* collisionShape){}
virtual void syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld){}
virtual void render(const btDiscreteDynamicsWorld* rbWorld) {}
virtual void createPhysicsDebugDrawer( btDiscreteDynamicsWorld* rbWorld){}
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices) { return -1; }
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) { return -1;}
virtual Common2dCanvasInterface* get2dCanvasInterface()
{
return 0;
}
virtual CommonParameterInterface* getParameterInterface()
{
return 0;
}
virtual CommonRenderInterface* getRenderInterface()
{
return 0;
}
virtual CommonGraphicsApp* getAppInterface()
{
return 0;
}
virtual void setUpAxis(int axis)
{
}
virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)
{
}
virtual void autogenerateGraphicsObjects(btDiscreteDynamicsWorld* rbWorld)
{
}
virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size)
{
}
};
#endif //GUI_HELPER_INTERFACE_H