diff options
author | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
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committer | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
commit | 12315f4d0e0ae993805f141f64cb8c73c5297311 (patch) | |
tree | 59b45827cd8293cfb727758989c7a74b40183974 /source/gameengine/Physics/common/PHY_IPhysicsController.h |
Initial revisionv2.25
Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsController.h')
-rw-r--r-- | source/gameengine/Physics/common/PHY_IPhysicsController.h | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h new file mode 100644 index 00000000000..e8309c0ca40 --- /dev/null +++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h @@ -0,0 +1,89 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL/BL DUAL LICENSE BLOCK ***** + */ +#ifndef PHY_IPHYSICSCONTROLLER_H +#define PHY_IPHYSICSCONTROLLER_H + +/** + PHY_IPhysicsController is the abstract simplified Interface to a physical object. + It contains the IMotionState and IDeformableMesh Interfaces. +*/ + + +class PHY_IPhysicsController +{ + + public: + + virtual ~PHY_IPhysicsController(); + /** + SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ + virtual bool SynchronizeMotionStates(float time)=0; + /** + WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ + + virtual void WriteMotionStateToDynamics(bool nondynaonly)=0; + virtual void WriteDynamicsToMotionState()=0; + // controller replication + virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)=0; + + // kinematic methods + virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)=0; + virtual void RelativeRotate(const float drot[9],bool local)=0; + virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)=0; + virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)=0; + virtual void setPosition(float posX,float posY,float posZ)=0; + virtual void setScaling(float scaleX,float scaleY,float scaleZ)=0; + + // physics methods + virtual void ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)=0; + virtual void ApplyForce(float forceX,float forceY,float forceZ,bool local)=0; + virtual void SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)=0; + virtual void SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)=0; + virtual void applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)=0; + virtual void SetActive(bool active)=0; + + // reading out information from physics + virtual void GetLinearVelocity(float& linvX,float& linvY,float& linvZ)=0; + virtual void GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)=0; + virtual void getReactionForce(float& forceX,float& forceY,float& forceZ)=0; + + // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted + virtual void setRigidBody(bool rigid)=0; + + // clientinfo for raycasts for example + virtual void* getClientInfo()=0; + virtual void setClientInfo(void* clientinfo)=0; +}; + +#endif //PHY_IPHYSICSCONTROLLER_H |