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author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2005-03-25 13:33:39 +0300 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2005-03-25 13:33:39 +0300 |
commit | c844aa265ad4eb50ad0e18661470fa6092052728 (patch) | |
tree | c4a778ab1227e4266022fd076e8a0cb709badd13 /source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h | |
parent | 3dd17cec3bcaa3885e14630e6a71a8486e9b2697 (diff) |
Big patches:
Erwin Coumans: Abstract the physics engine
Charlie C: Joystick fixes
Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h')
-rw-r--r-- | source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h | 20 |
1 files changed, 18 insertions, 2 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h index 0fdac35f514..2ffcf80a62b 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h @@ -46,7 +46,12 @@ class PHY_IPhysicsEnvironment virtual void beginFrame() = 0; virtual void endFrame() = 0; /// Perform an integration step of duration 'timeStep'. - virtual bool proceed(double timeStep)=0; + virtual bool proceedDeltaTime(double curTime,float timeStep)=0; + virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0; + //returns 0.f if no fixed timestep is used + virtual float getFixedTimeStep()=0; + + virtual void setGravity(float x,float y,float z)=0; virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type, @@ -54,8 +59,19 @@ class PHY_IPhysicsEnvironment float axisX,float axisY,float axisZ)=0; virtual void removeConstraint(int constraintid)=0; - virtual PHY_IPhysicsController* rayTest(void* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ, + virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ, float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)=0; + + + //Methods for gamelogic collision/physics callbacks + //todo: + virtual void addSensor(PHY_IPhysicsController* ctrl)=0; + virtual void removeSensor(PHY_IPhysicsController* ctrl)=0; + virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0; + virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0; + virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0; + virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0; + }; #endif //_IPHYSICSENVIRONMENT |