blender/source/gameengine/Physics/common/PHY_IController.h

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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 LICENSE BLOCK *****
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*/
#ifndef PHY_ICONTROLLER_H
#define PHY_ICONTROLLER_H
#include "PHY_DynamicTypes.h"
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/**
PHY_IController is the abstract simplified Interface to objects
controlled by the physics engine. This includes the physics objects
and the graphics object for view frustrum and occlusion culling.
*/
class PHY_IController
{
public:
virtual ~PHY_IController();
// clientinfo for raycasts for example
virtual void* getNewClientInfo()=0;
virtual void setNewClientInfo(void* clientinfo)=0;
};
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#endif //PHY_ICONTROLLER_H