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Diffstat (limited to 'source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h')
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h77
1 files changed, 39 insertions, 38 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 14904a70553..b1a0480ab14 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -105,87 +105,88 @@ public:
class PHY_IPhysicsEnvironment
{
public:
- virtual ~PHY_IPhysicsEnvironment(){};
- virtual void beginFrame() = 0;
- virtual void endFrame() = 0;
+ virtual ~PHY_IPhysicsEnvironment(){}
+ virtual void BeginFrame() = 0;
+ virtual void EndFrame() = 0;
/// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep,float interval)=0;
+ virtual bool ProceedDeltaTime(double curTime,float timeStep,float interval)=0;
///draw debug lines (make sure to call this during the render phase, otherwise lines are not drawn properly)
- virtual void debugDrawWorld() {}
- virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0;
+ virtual void DebugDrawWorld() {}
+ virtual void SetFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0;
//returns 0.f if no fixed timestep is used
- virtual float getFixedTimeStep()=0;
+ virtual float GetFixedTimeStep()=0;
///setDebugMode is used to support several ways of debug lines, contact point visualization
- virtual void setDebugMode(int debugMode) {}
+ virtual void SetDebugMode(int debugMode) {}
///setNumIterations set the number of iterations for iterative solvers
- virtual void setNumIterations(int numIter) {}
+ virtual void SetNumIterations(int numIter) {}
///setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance.
- virtual void setNumTimeSubSteps(int numTimeSubSteps) {}
+ virtual void SetNumTimeSubSteps(int numTimeSubSteps) {}
+ virtual int GetNumTimeSubSteps() {return 0; }
///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated
- virtual void setDeactivationTime(float dTime) {}
+ virtual void SetDeactivationTime(float dTime) {}
///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime
- virtual void setDeactivationLinearTreshold(float linTresh) {}
+ virtual void SetDeactivationLinearTreshold(float linTresh) {}
///setDeactivationAngularTreshold sets the angular velocity treshold, see setDeactivationTime
- virtual void setDeactivationAngularTreshold(float angTresh) {}
+ virtual void SetDeactivationAngularTreshold(float angTresh) {}
///setContactBreakingTreshold sets tresholds to do with contact point management
- virtual void setContactBreakingTreshold(float contactBreakingTreshold) {}
+ virtual void SetContactBreakingTreshold(float contactBreakingTreshold) {}
///continuous collision detection mode, very experimental for Bullet
- virtual void setCcdMode(int ccdMode) {}
+ virtual void SetCcdMode(int ccdMode) {}
///successive overrelaxation constant, in case PSOR is used, values in between 1 and 2 guarantee converging behavior
- virtual void setSolverSorConstant(float sor) {}
+ virtual void SetSolverSorConstant(float sor) {}
///setSolverType, internal setting, chooses solvertype, PSOR, Dantzig, impulse based, penalty based
- virtual void setSolverType(int solverType) {}
+ virtual void SetSolverType(int solverType) {}
///setTau sets the spring constant of a penalty based solver
- virtual void setSolverTau(float tau) {}
+ virtual void SetSolverTau(float tau) {}
///setDamping sets the damper constant of a penalty based solver
- virtual void setSolverDamping(float damping) {}
+ virtual void SetSolverDamping(float damping) {}
///linear air damping for rigidbodies
- virtual void setLinearAirDamping(float damping) {}
+ virtual void SetLinearAirDamping(float damping) {}
/// penetrationdepth setting
- virtual void setUseEpa(bool epa) {}
+ virtual void SetUseEpa(bool epa) {}
- virtual void setGravity(float x,float y,float z)=0;
- virtual void getGravity(MT_Vector3& grav) = 0;
+ virtual void SetGravity(float x,float y,float z)=0;
+ virtual void GetGravity(MT_Vector3& grav) = 0;
- virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
+ virtual int CreateConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
float axis0X,float axis0Y,float axis0Z,
float axis1X=0,float axis1Y=0,float axis1Z=0,
float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
)=0;
- virtual void removeConstraint(int constraintid)=0;
- virtual float getAppliedImpulse(int constraintid) { return 0.0f; }
+ virtual void RemoveConstraint(int constraintid)=0;
+ virtual float GetAppliedImpulse(int constraintid) { return 0.0f; }
//complex constraint for vehicles
- virtual PHY_IVehicle* getVehicleConstraint(int constraintId) =0;
+ virtual PHY_IVehicle* GetVehicleConstraint(int constraintId) =0;
// Character physics wrapper
- virtual PHY_ICharacter* getCharacterController(class KX_GameObject* ob) =0;
+ virtual PHY_ICharacter* GetCharacterController(class KX_GameObject* ob) =0;
- virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
+ virtual PHY_IPhysicsController* RayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
//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, MT_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:
- virtual void addSensor(PHY_IPhysicsController* ctrl)=0;
- virtual void removeSensor(PHY_IPhysicsController* ctrl)=0;
- virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
- virtual bool requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
- virtual bool removeCollisionCallback(PHY_IPhysicsController* ctrl)=0;
+ virtual void AddSensor(PHY_IPhysicsController* ctrl)=0;
+ virtual void RemoveSensor(PHY_IPhysicsController* ctrl)=0;
+ virtual void AddTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
+ 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 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;
- virtual float getConstraintParam(int constraintId,int param) = 0;
+ virtual void SetConstraintParam(int constraintId,int param,float value,float value1) = 0;
+ virtual float GetConstraintParam(int constraintId,int param) = 0;
- virtual void exportFile(const char* filename) {};
+ virtual void ExportFile(const char* filename) {};
#ifdef WITH_CXX_GUARDEDALLOC