blender/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Scene.h

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/**
* $Id$
* Copyright (C) 2001 NaN Technologies B.V.
* The physics scene.
*
* ***** 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 *****
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*/
#ifndef SM_SCENE_H
#define SM_SCENE_H
#ifdef WIN32
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#pragma warning (disable : 4786)
#endif
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#include <vector>
#include <set>
#include <utility> //needed for pair
#include <SOLID/SOLID.h>
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#include "MT_Vector3.h"
#include "MT_Point3.h"
#include "SM_Object.h"
typedef enum
{
FH_RESPONSE,
SENSOR_RESPONSE, /* Touch Sensors */
CAMERA_RESPONSE, /* Visibility Culling */
OBJECT_RESPONSE, /* Object Dynamic Geometry Response */
STATIC_RESPONSE, /* Static Geometry Response */
NUM_RESPONSE
};
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class SM_Scene {
public:
SM_Scene();
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~SM_Scene();
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DT_RespTableHandle getRespTableHandle() const {
return m_respTable;
}
const MT_Vector3& getForceField() const {
return m_forceField;
}
MT_Vector3& getForceField() {
return m_forceField;
}
void setForceField(const MT_Vector3& forceField) {
m_forceField = forceField;
}
void addTouchCallback(int response_class, DT_ResponseCallback callback, void *user);
void addSensor(SM_Object& object);
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void add(SM_Object& object);
void remove(SM_Object& object);
void notifyCollision(SM_Object *obj1, SM_Object *obj2);
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void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable);
DT_RespTableHandle getSecondaryRespTable() { return m_secondaryRespTable; }
void requestCollisionCallback(SM_Object &object);
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void beginFrame();
void endFrame();
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// Perform an integration step of duration 'timeStep'.
// 'subSampling' is the maximum duration of a substep, i.e.,
// The maximum time interval between two collision checks.
// 'subSampling' can be used to control aliasing effects
// (fast moving objects traversing through walls and such).
bool proceed(MT_Scalar curtime, MT_Scalar ticrate);
void proceed(MT_Scalar subStep);
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/**
* Test whether any objects lie on the line defined by from and
* to. The search returns the first such bject starting at from,
* or NULL if there was none.
* @returns A reference to the object, or NULL if there was none.
* @param ignore_client Do not look for collisions with this
* object. This can be useful to avoid self-hits if
* starting from the location of an object.
* @param from The start point, in world coordinates, of the search.
* @param to The end point, in world coordinates, of the search.
* @param result A store to return the point where intersection
* took place (if there was an intersection).
* @param normal A store to return the normal of the hit object on
* the location of the intersection, if it took place.
*/
SM_Object *rayTest(void *ignore_client,
const MT_Point3& from, const MT_Point3& to,
MT_Point3& result, MT_Vector3& normal) const;
private:
// Clear the user set velocities.
void clearObjectCombinedVelocities();
// This is the callback for handling collisions of dynamic objects
static
DT_Bool
boing(
void *client_data,
void *object1,
void *object2,
const DT_CollData *coll_data
);
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/** internal type */
typedef std::vector<SM_Object *> T_ObjectList;
/** Handle to the scene in SOLID */
DT_SceneHandle m_scene;
/** Following response table contains the callbacks for the dynmics */
DT_RespTableHandle m_respTable;
DT_ResponseClass m_ResponseClass[NUM_RESPONSE];
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/**
* Following response table contains callbacks for the client (=
* game engine) */
DT_RespTableHandle m_secondaryRespTable; // Handle
DT_ResponseClass m_secondaryResponseClass[NUM_RESPONSE];
/**
* Following resposne table contains callbacks for fixing the simulation
* ie making sure colliding objects do not intersect.
*/
DT_RespTableHandle m_fixRespTable;
DT_ResponseClass m_fixResponseClass[NUM_RESPONSE];
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/** The acceleration from the force field */
MT_Vector3 m_forceField;
/**
* The list of objects that receive motion updates and do
* collision tests. */
T_ObjectList m_objectList;
unsigned int m_frames;
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};
#endif