/** * $Id$ * * ***** 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., 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 ***** */ #ifndef __KX_IPHYSICSCONTROLLER_H #define __KX_IPHYSICSCONTROLLER_H #include "SG_Controller.h" #include "MT_Vector3.h" #include "MT_Point3.h" #include "MT_Matrix3x3.h" struct KX_ClientObjectInfo; /** Physics Controller, a special kind of Scene Graph Transformation Controller. It get's callbacks from Physics in case a transformation change took place. Each time the scene graph get's updated, the controller get's a chance in the 'Update' method to reflect changed. */ class KX_IPhysicsController : public SG_Controller { protected: bool m_bDyna; bool m_suspendDynamics; void* m_userdata; public: KX_IPhysicsController(bool dyna,void* userdata); virtual ~KX_IPhysicsController(); virtual void applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)=0; virtual void SetObject (SG_IObject* object)=0; virtual void setMargin (float collisionMargin)=0; virtual void RelativeTranslate(const MT_Vector3& dloc,bool local)=0; virtual void RelativeRotate(const MT_Matrix3x3& drot,bool local)=0; virtual void ApplyTorque(const MT_Vector3& torque,bool local)=0; virtual void ApplyForce(const MT_Vector3& force,bool local)=0; virtual MT_Vector3 GetLinearVelocity()=0; virtual MT_Vector3 GetAngularVelocity()=0; virtual MT_Vector3 GetVelocity(const MT_Point3& pos)=0; virtual void SetAngularVelocity(const MT_Vector3& ang_vel,bool local)=0; virtual void SetLinearVelocity(const MT_Vector3& lin_vel,bool local)=0; virtual void resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) = 0; virtual void getOrientation(MT_Quaternion& orn)=0; virtual void setOrientation(const MT_Matrix3x3& orn)=0; //virtual void setOrientation(const MT_Quaternion& orn)=0; virtual void setPosition(const MT_Point3& pos)=0; virtual void setScaling(const MT_Vector3& scaling)=0; virtual MT_Scalar GetMass()=0; virtual MT_Vector3 getReactionForce()=0; virtual void setRigidBody(bool rigid)=0; virtual void SuspendDynamics(bool ghost=false)=0; virtual void RestoreDynamics()=0; virtual SG_Controller* GetReplica(class SG_Node* destnode)=0; void SetDyna(bool isDynamic) { m_bDyna = isDynamic; } bool IsDyna(void) { return m_bDyna; } virtual MT_Scalar GetRadius()=0; virtual void SetSumoTransform(bool nondynaonly)=0; // todo: remove next line ! virtual void SetSimulatedTime(double time)=0; // call from scene graph to update virtual bool Update(double time)=0; void* GetUserData() { return m_userdata;} }; #endif //__KX_IPHYSICSCONTROLLER_H