blender/source/gameengine/Physics/common/PHY_IGraphicController.h
Brecht Van Lommel c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00

60 lines
1.8 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_IGRAPHICCONTROLLER_H
#define PHY_IGRAPHICCONTROLLER_H
#include "PHY_IController.h"
/**
PHY_IPhysicsController is the abstract simplified Interface to a physical object.
It contains the IMotionState and IDeformableMesh Interfaces.
*/
class PHY_IGraphicController : public PHY_IController
{
public:
virtual ~PHY_IGraphicController();
/**
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual bool SetGraphicTransform()=0;
virtual void Activate(bool active=true)=0;
virtual void setLocalAabb(const PHY__Vector3& aabbMin,const PHY__Vector3& aabbMax)=0;
virtual void setLocalAabb(const float* aabbMin,const float* aabbMax)=0;
virtual PHY_IGraphicController* GetReplica(class PHY_IMotionState* motionstate) {return 0;}
};
#endif //PHY_IGRAPHICCONTROLLER_H