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Physics.h
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/*
Physics.h
Adds physics to the Ogre nodes
@author Matthew Clark
@date 09/02/2016
*/
#pragma once
#include "btBulletDynamicsCommon.h"
#include <vector>
#include <map>
class Physics {
public:
Physics();
~Physics();
// Initializes the physics world for collisions
void initObjects();
// Returns the physics world for physics stepping and collision
btDiscreteDynamicsWorld* getDynamicsWorld();
private:
btDefaultCollisionConfiguration* collisionConfiguration; //configuration of world
btCollisionDispatcher* dispatcher; //handles collision pair variables
btBroadphaseInterface* overlappingPairCache; //handles overlapping collision points
btSequentialImpulseConstraintSolver* solver; //impulse and force variables
btDiscreteDynamicsWorld* dynamicsWorld; //actual physics world everything is tied to
};