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Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h')
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h16
1 files changed, 9 insertions, 7 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 6a76745c7ca..e7560ea02cc 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -32,8 +32,10 @@
#ifndef __PHY_IPHYSICSENVIRONMENT_H__
#define __PHY_IPHYSICSENVIRONMENT_H__
-#include <vector>
#include "PHY_DynamicTypes.h"
+#include "MT_Vector2.h"
+#include "MT_Vector3.h"
+#include "MT_Vector4.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
@@ -50,13 +52,13 @@ class PHY_IPhysicsController;
struct PHY_RayCastResult
{
PHY_IPhysicsController* m_controller;
- PHY__Vector3 m_hitPoint;
- PHY__Vector3 m_hitNormal;
+ MT_Vector3 m_hitPoint;
+ MT_Vector3 m_hitNormal;
const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
int m_polygon; // index of the polygon hit by the ray,
// only if m_meshObject != NULL
int m_hitUVOK; // !=0 if UV coordinate in m_hitUV is valid
- PHY__Vector2 m_hitUV; // UV coordinates of hit point
+ MT_Vector2 m_hitUV; // UV coordinates of hit point
};
/**
@@ -144,7 +146,7 @@ class PHY_IPhysicsEnvironment
virtual void setUseEpa(bool epa) {}
virtual void setGravity(float x,float y,float z)=0;
- virtual void getGravity(PHY__Vector3& grav) = 0;
+ virtual void getGravity(MT_Vector3& grav) = 0;
virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
@@ -167,7 +169,7 @@ class PHY_IPhysicsEnvironment
//culling based on physical broad phase
// the plane number must be set as follow: near, far, left, right, top, botton
// the near plane must be the first one and must always be present, it is used to get the direction of the view
- virtual bool cullingTest(PHY_CullingCallback callback, void *userData, PHY__Vector4* planeNormals, int planeNumber, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) = 0;
+ virtual bool cullingTest(PHY_CullingCallback callback, void *userData, MT_Vector4* planeNormals, int planeNumber, int occlusionRes, const int *viewport, double modelview[16], double projection[16]) = 0;
//Methods for gamelogic collision/physics callbacks
//todo:
@@ -177,7 +179,7 @@ class PHY_IPhysicsEnvironment
virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl)=0;
//These two methods are *solely* used to create controllers for sensor! Don't use for anything else
- virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0;
+ virtual PHY_IPhysicsController* CreateSphereController(float radius,const MT_Vector3& position) =0;
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;
virtual void setConstraintParam(int constraintId,int param,float value,float value1) = 0;