2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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* Copyright (C) 2001 NaN Technologies B.V.
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* The physics scene.
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*/
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#ifndef SM_SCENE_H
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#define SM_SCENE_H
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#pragma warning (disable : 4786)
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#include <vector>
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#include <set>
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#include <utility> //needed for pair
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#include "solid.h"
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#include "MT_Vector3.h"
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#include "MT_Point3.h"
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class SM_Object;
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class SM_Scene {
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public:
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SM_Scene() :
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m_scene(DT_CreateScene()),
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m_respTable(DT_CreateRespTable()),
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m_secondaryRespTable(0),
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m_forceField(0.0, 0.0, 0.0)
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{}
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~SM_Scene() {
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DT_DeleteRespTable(m_respTable);
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DT_DeleteScene(m_scene);
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}
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DT_RespTableHandle getRespTableHandle() const {
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return m_respTable;
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}
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const MT_Vector3& getForceField() const {
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return m_forceField;
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}
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MT_Vector3& getForceField() {
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return m_forceField;
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}
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void setForceField(const MT_Vector3& forceField) {
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m_forceField = forceField;
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}
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void add(SM_Object& object);
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void remove(SM_Object& object);
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void addPair(SM_Object *obj1, SM_Object *obj2) {
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m_pairList.insert(std::make_pair(obj1, obj2));
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}
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void clearPairs() {
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m_pairList.clear();
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}
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void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable) {
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m_secondaryRespTable = secondaryRespTable;
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}
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// Perform an integration step of duration 'timeStep'.
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// 'subSampling' is the maximum duration of a substep, i.e.,
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// The maximum time interval between two collision checks.
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// 'subSampling' can be used to control aliasing effects
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// (fast moving objects traversing through walls and such).
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void proceed(MT_Scalar timeStep, MT_Scalar subSampling);
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/**
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* Test whether any objects lie on the line defined by from and
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* to. The search returns the first such bject starting at from,
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* or NULL if there was none.
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* @returns A reference to the object, or NULL if there was none.
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* @param ignore_client Do not look for collisions with this
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* object. This can be useful to avoid self-hits if
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* starting from the location of an object.
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* @param from The start point, in world coordinates, of the search.
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* @param to The end point, in world coordinates, of the search.
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* @param result A store to return the point where intersection
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* took place (if there was an intersection).
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* @param normal A store to return the normal of the hit object on
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* the location of the intersection, if it took place.
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*/
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SM_Object *rayTest(void *ignore_client,
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const MT_Point3& from, const MT_Point3& to,
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MT_Point3& result, MT_Vector3& normal) const;
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private:
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// Clear the user set velocities.
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void clearObjectCombinedVelocities();
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/** internal type */
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typedef std::vector<SM_Object *> T_ObjectList;
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/** internal type */
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typedef std::set<std::pair<SM_Object *, SM_Object *> > T_PairList;
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/** Handle to the scene in SOLID */
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DT_SceneHandle m_scene;
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/** Following response table contains the callbacks for the dynmics */
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DT_RespTableHandle m_respTable;
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/**
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* Following response table contains callbacks for the client (=
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* game engine) */
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DT_RespTableHandle m_secondaryRespTable; // Handle
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/** The acceleration from the force field */
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MT_Vector3 m_forceField;
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/**
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* The list of objects that receive motion updates and do
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* collision tests. */
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T_ObjectList m_objectList;
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/**
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* A list with pairs of objects that collided the previous
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* timestep. The list is built during the proceed(). During that
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* time, it is not valid. */
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T_PairList m_pairList;
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};
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#endif
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2002-10-30 02:07:20 +00:00
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