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 * $Id: SM_Scene.h,v 1.8 2004/11/22 10:19:19 kester Exp $
 * Copyright (C) 2001 NaN Technologies B.V.
 * The physics scene.
 * 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
 * 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.
#ifndef SM_SCENE_H
#define SM_SCENE_H

#ifdef WIN32
#pragma warning (disable : 4786)

#include <vector>
#include <set>
#include <utility> //needed for pair

#include <SOLID/SOLID.h>

#include "MT_Vector3.h"
#include "MT_Point3.h"

#include "SM_Object.h"

typedef enum
      SENSOR_RESPONSE,        /* Touch Sensors */
      CAMERA_RESPONSE,  /* Visibility Culling */
      OBJECT_RESPONSE,  /* Object Dynamic Geometry Response */
      STATIC_RESPONSE,  /* Static Geometry Response */

class SM_Scene {
      DT_RespTableHandle getRespTableHandle() const {
            return m_respTable;
      const MT_Vector3& getForceField() const {
            return m_forceField;

      MT_Vector3& getForceField() {
            return m_forceField;

      void setForceField(const MT_Vector3& forceField) {
            m_forceField = forceField;

      void addTouchCallback(int response_class, DT_ResponseCallback callback, void *user);

    void addSensor(SM_Object& object);
    void add(SM_Object& object);
    void remove(SM_Object& object);

      void notifyCollision(SM_Object *obj1, SM_Object *obj2);

      void setSecondaryRespTable(DT_RespTableHandle secondaryRespTable); 
      DT_RespTableHandle getSecondaryRespTable() { return m_secondaryRespTable; }
      void requestCollisionCallback(SM_Object &object);

      void beginFrame();
      void endFrame();

      // Perform an integration step of duration 'timeStep'.
      // 'subSampling' is the maximum duration of a substep, i.e.,
      // The maximum time interval between two collision checks.
      // 'subSampling' can be used to control aliasing effects
      // (fast moving objects traversing through walls and such). 
      bool proceed(MT_Scalar curtime, MT_Scalar ticrate);

       * Test whether any objects lie on the line defined by from and
       * to. The search returns the first such bject starting at from,
       * or NULL if there was none.
       * @returns A reference to the object, or NULL if there was none.
       * @param ignore_client Do not look for collisions with this
       *        object. This can be useful to avoid self-hits if
       *        starting from the location of an object.
       * @param from The start point, in world coordinates, of the search.
       * @param to The end point, in world coordinates, of the search.
       * @param result A store to return the point where intersection
       *        took place (if there was an intersection).
       * @param normal A store to return the normal of the hit object on
       *        the location of the intersection, if it took place.
      SM_Object *rayTest(void *ignore_client,
                                 const MT_Point3& from, const MT_Point3& to, 
                                 MT_Point3& result, MT_Vector3& normal) const;


      // Clear the user set velocities.
      void clearObjectCombinedVelocities();
      // This is the callback for handling collisions of dynamic objects
            void *client_data,  
            void *object1,
            void *object2,
            const DT_CollData *coll_data
      /** internal type */
      typedef std::vector<SM_Object *> T_ObjectList;

      /** Handle to the scene in SOLID */
      DT_SceneHandle      m_scene;
      /** Following response table contains the callbacks for the dynmics */
      DT_RespTableHandle  m_respTable;
      DT_ResponseClass    m_ResponseClass[NUM_RESPONSE];
       * Following response table contains callbacks for the client (=
       * game engine) */
      DT_RespTableHandle  m_secondaryRespTable;  // Handle 
      DT_ResponseClass    m_secondaryResponseClass[NUM_RESPONSE];
       * Following resposne table contains callbacks for fixing the simulation
       * ie making sure colliding objects do not intersect.
      DT_RespTableHandle  m_fixRespTable;
      DT_ResponseClass    m_fixResponseClass[NUM_RESPONSE];

      /** The acceleration from the force field */
      MT_Vector3          m_forceField;

       * The list of objects that receive motion updates and do
       * collision tests. */
      T_ObjectList        m_objectList;
      MT_Scalar           m_lastTime;


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