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Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsController.h')
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diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h
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-/*
- * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
- */
-
-/** \file PHY_IPhysicsController.h
- * \ingroup phys
- */
-
-#ifndef __PHY_IPHYSICSCONTROLLER_H__
-#define __PHY_IPHYSICSCONTROLLER_H__
-
-#include <vector>
-#include "PHY_IController.h"
-
-class PHY_IMotionState;
-class PHY_IPhysicsEnvironment;
-
-class MT_Vector3;
-class MT_Point3;
-class MT_Matrix3x3;
-
-class KX_GameObject;
-class RAS_MeshObject;
-
-/**
- * PHY_IPhysicsController is the abstract simplified Interface to a physical object.
- * It contains the IMotionState and IDeformableMesh Interfaces.
- */
-class PHY_IPhysicsController : public PHY_IController
-{
-
- 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;
- virtual class PHY_IMotionState* GetMotionState() = 0;
- // controller replication
- virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)=0;
- virtual void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)=0;
-
- // kinematic methods
- virtual void RelativeTranslate(const MT_Vector3& dloc,bool local)=0;
- virtual void RelativeRotate(const MT_Matrix3x3&,bool local)=0;
- virtual MT_Matrix3x3 GetOrientation()=0;
- virtual void SetOrientation(const MT_Matrix3x3& orn)=0;
- virtual void SetPosition(const MT_Vector3& pos)=0;
- virtual void GetPosition(MT_Vector3& pos) const=0;
- virtual void SetScaling(const MT_Vector3& scale)=0;
- virtual void SetTransform()=0;
-
- virtual MT_Scalar GetMass()=0;
- virtual void SetMass(MT_Scalar newmass)=0;
-
- // physics methods
- virtual void ApplyImpulse(const MT_Point3& attach, const MT_Vector3& impulse,bool local)=0;
- virtual void ApplyTorque(const MT_Vector3& torque,bool local)=0;
- virtual void ApplyForce(const MT_Vector3& force,bool local)=0;
- virtual void SetAngularVelocity(const MT_Vector3& ang_vel,bool local)=0;
- virtual void SetLinearVelocity(const MT_Vector3& lin_vel,bool local)=0;
- virtual void ResolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) = 0;
-
- virtual float GetLinearDamping() const=0;
- virtual float GetAngularDamping() const=0;
- virtual void SetLinearDamping(float damping)=0;
- virtual void SetAngularDamping(float damping)=0;
- virtual void SetDamping(float linear, float angular)=0;
-
- virtual void RefreshCollisions() = 0;
- virtual void SuspendDynamics(bool ghost=false)=0;
- virtual void RestoreDynamics()=0;
-
- virtual void SetActive(bool active)=0;
-
- // reading out information from physics
- virtual MT_Vector3 GetLinearVelocity()=0;
- virtual MT_Vector3 GetAngularVelocity()=0;
- virtual MT_Vector3 GetVelocity(const MT_Point3& pos)=0;
- virtual MT_Vector3 GetLocalInertia()=0;
-
- // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
- virtual void SetRigidBody(bool rigid)=0;
-
- virtual PHY_IPhysicsController* GetReplica() {return 0;}
- virtual PHY_IPhysicsController* GetReplicaForSensors() {return 0;}
-
- virtual void CalcXform() =0;
- virtual void SetMargin(float margin) =0;
- virtual float GetMargin() const=0;
- virtual float GetRadius() const=0;
- virtual void SetRadius(float margin) = 0;
-
- virtual float GetLinVelocityMin() const=0;
- virtual void SetLinVelocityMin(float val) = 0;
- virtual float GetLinVelocityMax() const=0;
- virtual void SetLinVelocityMax(float val) = 0;
-
- virtual void SetAngularVelocityMin(float val) = 0;
- virtual float GetAngularVelocityMin() const = 0;
- virtual void SetAngularVelocityMax(float val) = 0;
- virtual float GetAngularVelocityMax() const = 0;
-
- MT_Vector3 GetWorldPosition(MT_Vector3& localpos);
-
- // Shape control
- virtual void AddCompoundChild(PHY_IPhysicsController* child) = 0;
- virtual void RemoveCompoundChild(PHY_IPhysicsController* child) = 0;
-
-
- virtual bool IsDynamic() = 0;
- virtual bool IsCompound() = 0;
- virtual bool IsSuspended() const = 0;
-
- virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) = 0;
-
- /* Method to replicate rigid body joint contraints for group instances. */
- virtual void ReplicateConstraints(KX_GameObject *gameobj, std::vector<KX_GameObject*> constobj) = 0;
-
-#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IPhysicsController")
-#endif
-};
-
-#endif /* __PHY_IPHYSICSCONTROLLER_H__ */