blender/source/gameengine/Physics/common/PHY_IMotionState.h
Campbell Barton 14d33b3c1f BGE guardedalloc, Uses WITH_CXX_GUARDEDALLOC but gives a string to MEM_mallocN for better tracking memory usage.
* off by default.
* new/delete are at the bottom of each class
* python BGE objects have the new/delete in the Py_Header macro.
2009-08-18 15:37:31 +00:00

69 lines
2.2 KiB
C++

/**
* $Id$
*
* ***** 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 PHY__MOTIONSTATE_H
#define PHY__MOTIONSTATE_H
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
/**
PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
*/
class PHY_IMotionState
{
public:
virtual ~PHY_IMotionState();
virtual void getWorldPosition(float& posX,float& posY,float& posZ)=0;
virtual void getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)=0;
virtual void getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)=0;
// ori = array 12 floats, [0..3] = first column + 0, [4..7] = second colum, [8..11] = third column
virtual void getWorldOrientation(float* ori)=0;
virtual void setWorldOrientation(const float* ori)=0;
virtual void setWorldPosition(float posX,float posY,float posZ)=0;
virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)=0;
virtual void calculateWorldTransformations()=0;
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:PHY_IMotionState"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
};
#endif //PHY__MOTIONSTATE_H