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PHY_IMotionState.h « common « Physics « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * $Id$
 *
 * ***** 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 *****
 */
#ifndef PHY__MOTIONSTATE_H
#define PHY__MOTIONSTATE_H

#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif

/**
	PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
	Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
*/
class	PHY_IMotionState

{
	public:		
		virtual ~PHY_IMotionState();

		virtual void	getWorldPosition(float& posX,float& posY,float& posZ)=0;
		virtual void	getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)=0;
		virtual void	getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)=0;
		// ori = array 12 floats, [0..3] = first column + 0, [4..7] = second colum, [8..11] = third column
		virtual void	getWorldOrientation(float* ori)=0;
		virtual	void	setWorldOrientation(const float* ori)=0;
		
		virtual void	setWorldPosition(float posX,float posY,float posZ)=0;
		virtual	void	setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)=0;


		virtual	void	calculateWorldTransformations()=0;
	
	
#ifdef WITH_CXX_GUARDEDALLOC
public:
	void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:PHY_IMotionState"); }
	void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};

#endif //PHY__MOTIONSTATE_H