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Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h')
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h90
1 files changed, 72 insertions, 18 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
index 1d4a4afc721..7afa2a59084 100644
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
+++ b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
@@ -2,38 +2,70 @@
* $Id$
* Copyright (C) 2001 NaN Technologies B.V.
* The physics scene.
+ *
+ * ***** 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 SM_SCENE_H
#define SM_SCENE_H
+#ifdef WIN32
#pragma warning (disable : 4786)
+#endif
#include <vector>
#include <set>
#include <utility> //needed for pair
-#include "solid.h"
+#include <SOLID/SOLID.h>
#include "MT_Vector3.h"
#include "MT_Point3.h"
-class SM_Object;
+#include "SM_Object.h"
+
+typedef enum
+{
+ FH_RESPONSE,
+ SENSOR_RESPONSE, /* Touch Sensors */
+ CAMERA_RESPONSE, /* Visibility Culling */
+ OBJECT_RESPONSE, /* Object Dynamic Geometry Response */
+ STATIC_RESPONSE, /* Static Geometry Response */
+
+ NUM_RESPONSE
+};
class SM_Scene {
public:
- SM_Scene() :
- m_scene(DT_CreateScene()),
- m_respTable(DT_CreateRespTable()),
- m_secondaryRespTable(0),
- m_forceField(0.0, 0.0, 0.0)
- {}
+ SM_Scene();
- ~SM_Scene() {
- DT_DeleteRespTable(m_respTable);
- DT_DeleteScene(m_scene);
- }
-
+ ~SM_Scene();
+
DT_RespTableHandle getRespTableHandle() const {
return m_respTable;
}
@@ -50,6 +82,9 @@ public:
m_forceField = forceField;
}
+ void addTouchCallback(int response_class, DT_ResponseCallback callback, void *user);
+
+ void addSensor(SM_Object& object);
void add(SM_Object& object);
void remove(SM_Object& object);
@@ -61,9 +96,10 @@ public:
m_pairList.clear();
}
- void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
- m_secondaryRespTable = secondaryRespTable;
- }
+ void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable);
+ DT_RespTableHandle getSecondaryRespTable() { return m_secondaryRespTable; }
+
+ void requestCollisionCallback(SM_Object &object);
// Perform an integration step of duration 'timeStep'.
@@ -96,7 +132,16 @@ private:
// Clear the user set velocities.
void clearObjectCombinedVelocities();
-
+ // This is the callback for handling collisions of dynamic objects
+ static
+ DT_Bool
+ boing(
+ void *client_data,
+ void *object1,
+ void *object2,
+ const DT_CollData *coll_data
+ );
+
/** internal type */
typedef std::vector<SM_Object *> T_ObjectList;
/** internal type */
@@ -106,10 +151,19 @@ private:
DT_SceneHandle m_scene;
/** Following response table contains the callbacks for the dynmics */
DT_RespTableHandle m_respTable;
+ DT_ResponseClass m_ResponseClass[NUM_RESPONSE];
/**
* Following response table contains callbacks for the client (=
* game engine) */
DT_RespTableHandle m_secondaryRespTable; // Handle
+ DT_ResponseClass m_secondaryResponseClass[NUM_RESPONSE];
+
+ /**
+ * Following resposne table contains callbacks for fixing the simulation
+ * ie making sure colliding objects do not intersect.
+ */
+ DT_RespTableHandle m_fixRespTable;
+ DT_ResponseClass m_fixResponseClass[NUM_RESPONSE];
/** The acceleration from the force field */
MT_Vector3 m_forceField;