/** * $Id$ * * ***** 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