diff options
Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h')
-rw-r--r-- | source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h | 172 |
1 files changed, 0 insertions, 172 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h deleted file mode 100644 index 3d8eef2bae0..00000000000 --- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h +++ /dev/null @@ -1,172 +0,0 @@ -/** - * $Id$ - * Copyright (C) 2001 NaN Technologies B.V. - * The physics scene. - * - * ***** BEGIN GPL 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. - * - * 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 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/SOLID.h> - -#include "MT_Vector3.h" -#include "MT_Point3.h" - -#include "SM_Object.h" - -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(); - - ~SM_Scene(); - - DT_RespTableHandle getRespTableHandle() const { - return m_respTable; - } - - const MT_Vector3& getForceField() const { - return m_forceField; - } - - MT_Vector3& getForceField() { - return m_forceField; - } - - void setForceField(const MT_Vector3& forceField) { - 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); - - void notifyCollision(SM_Object *obj1, SM_Object *obj2); - - void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable); - DT_RespTableHandle getSecondaryRespTable() { return m_secondaryRespTable; } - - void requestCollisionCallback(SM_Object &object); - - void beginFrame(); - void endFrame(); - - // Perform an integration step of duration 'timeStep'. - // 'subSampling' is the maximum duration of a substep, i.e., - // The maximum time interval between two collision checks. - // 'subSampling' can be used to control aliasing effects - // (fast moving objects traversing through walls and such). - bool proceed(MT_Scalar curtime, MT_Scalar ticrate); - void proceed(MT_Scalar subStep); - - /** - * Test whether any objects lie on the line defined by from and - * to. The search returns the first such bject starting at from, - * or NULL if there was none. - * @returns A reference to the object, or NULL if there was none. - * @param ignore_client Do not look for collisions with this - * object. This can be useful to avoid self-hits if - * starting from the location of an object. - * @param from The start point, in world coordinates, of the search. - * @param to The end point, in world coordinates, of the search. - * @param result A store to return the point where intersection - * took place (if there was an intersection). - * @param normal A store to return the normal of the hit object on - * the location of the intersection, if it took place. - */ - SM_Object *rayTest(void *ignore_client, - const MT_Point3& from, const MT_Point3& to, - MT_Point3& result, MT_Vector3& normal) const; - -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; - - /** Handle to the scene in SOLID */ - 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; - - /** - * The list of objects that receive motion updates and do - * collision tests. */ - T_ObjectList m_objectList; - - unsigned int m_frames; -}; - -#endif - |