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Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsController.h')
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+/**
+ * $Id$
+ *
+ * ***** 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