blender/source/gameengine/Physics/Sumo/Fuzzics/include/SM_FhObject.h
Kester Maddock 46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00

60 lines
1.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef SM_FHOBJECT_H
#define SM_FHOBJECT_H
#include "SM_Object.h"
class SM_FhObject : public SM_Object {
public:
virtual ~SM_FhObject();
SM_FhObject(DT_ShapeHandle rayshape, MT_Vector3 ray, SM_Object *parent_object);
const MT_Vector3& getRay() const { return m_ray; }
MT_Point3 getSpot() const { return getPosition() + m_ray; }
const MT_Vector3& getRayDirection() const { return m_ray_direction; }
SM_Object *getParentObject() const { return m_parent_object; }
static DT_Bool ray_hit(void *client_data,
void *object1,
void *object2,
const DT_CollData *coll_data);
private:
MT_Vector3 m_ray;
MT_Vector3 m_ray_direction;
SM_Object *m_parent_object;
};
#endif