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Diffstat (limited to 'source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h')
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1 files changed, 129 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
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+++ b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h
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+/**
+ * $Id$
+ * Copyright (C) 2001 NaN Technologies B.V.
+ * The physics scene.
+ */
+
+#ifndef SM_SCENE_H
+#define SM_SCENE_H
+
+#pragma warning (disable : 4786)
+
+#include <vector>
+#include <set>
+#include <utility> //needed for pair
+
+#include "solid.h"
+
+#include "MT_Vector3.h"
+#include "MT_Point3.h"
+
+class SM_Object;
+
+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() {
+ DT_DeleteRespTable(m_respTable);
+ DT_DeleteScene(m_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 add(SM_Object& object);
+ void remove(SM_Object& object);
+
+ void addPair(SM_Object *obj1, SM_Object *obj2) {
+ m_pairList.insert(std::make_pair(obj1, obj2));
+ }
+
+ void clearPairs() {
+ m_pairList.clear();
+ }
+
+ void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
+ m_secondaryRespTable = secondaryRespTable;
+ }
+
+
+ // 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).
+ void proceed(MT_Scalar timeStep, MT_Scalar subSampling);
+
+ /**
+ * 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();
+
+ /** internal type */
+ typedef std::vector<SM_Object *> T_ObjectList;
+ /** internal type */
+ typedef std::set<std::pair<SM_Object *, SM_Object *> > T_PairList;
+
+ /** Handle to the scene in SOLID */
+ DT_SceneHandle m_scene;
+ /** Following response table contains the callbacks for the dynmics */
+ DT_RespTableHandle m_respTable;
+ /**
+ * Following response table contains callbacks for the client (=
+ * game engine) */
+ DT_RespTableHandle m_secondaryRespTable; // Handle
+
+ /** 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;
+
+ /**
+ * A list with pairs of objects that collided the previous
+ * timestep. The list is built during the proceed(). During that
+ * time, it is not valid. */
+ T_PairList m_pairList;
+};
+
+#endif