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

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2002-10-12 11:37:38 +00:00
/**
* $Id$
* Copyright (C) 2001 NaN Technologies B.V.
* The physics scene.
*/
#ifndef SM_SCENE_H
#define SM_SCENE_H
#pragma warning (disable : 4786)
#include <vector>
#include <set>
#include <utility> //needed for pair
#include "solid.h"
#include "MT_Vector3.h"
#include "MT_Point3.h"
class SM_Object;
class SM_Scene {
public:
SM_Scene() :
m_scene(DT_CreateScene()),
m_respTable(DT_CreateRespTable()),
m_secondaryRespTable(0),
m_forceField(0.0, 0.0, 0.0)
{}
~SM_Scene() {
DT_DeleteRespTable(m_respTable);
DT_DeleteScene(m_scene);
}
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 add(SM_Object& object);
void remove(SM_Object& object);
void addPair(SM_Object *obj1, SM_Object *obj2) {
m_pairList.insert(std::make_pair(obj1, obj2));
}
void clearPairs() {
m_pairList.clear();
}
void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
m_secondaryRespTable = secondaryRespTable;
}
// 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).
void proceed(MT_Scalar timeStep, MT_Scalar subSampling);
/**
* 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();
/** internal type */
typedef std::vector<SM_Object *> T_ObjectList;
/** internal type */
typedef std::set<std::pair<SM_Object *, SM_Object *> > T_PairList;
/** Handle to the scene in SOLID */
DT_SceneHandle m_scene;
/** Following response table contains the callbacks for the dynmics */
DT_RespTableHandle m_respTable;
/**
* Following response table contains callbacks for the client (=
* game engine) */
DT_RespTableHandle m_secondaryRespTable; // Handle
/** 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;
/**
* A list with pairs of objects that collided the previous
* timestep. The list is built during the proceed(). During that
* time, it is not valid. */
T_PairList m_pairList;
};
#endif