f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
58 lines
1.9 KiB
C++
58 lines
1.9 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef PHY__MOTIONSTATE_H
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#define PHY__MOTIONSTATE_H
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/**
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PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
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Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
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*/
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class PHY_IMotionState
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{
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public:
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virtual ~PHY_IMotionState();
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virtual void getWorldPosition(float& posX,float& posY,float& posZ)=0;
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virtual void getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)=0;
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virtual void getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)=0;
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virtual void setWorldPosition(float posX,float posY,float posZ)=0;
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virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)=0;
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virtual void calculateWorldTransformations()=0;
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};
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#endif //PHY__MOTIONSTATE_H
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