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 * Copyright (c) 2001-2005 Erwin Coumans <phy@erwincoumans.com>
 * Permission to use, copy, modify, distribute and sell this software
 * and its documentation for any purpose is hereby granted without fee,
 * provided that the above copyright notice appear in all copies and
 * that both that copyright notice and this permission notice appear
 * in supporting documentation.  Erwin Coumans makes no
 * representations about the suitability of this software for any
 * purpose.  It is provided "as is" without express or implied warranty.

#include <vector>
#include "PHY_DynamicTypes.h"

*     Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
*     A derived class may be able to 'construct' entities by loading and/or converting
00023 class PHY_IPhysicsEnvironment
            virtual           ~PHY_IPhysicsEnvironment();
            /// Perform an integration step of duration 'timeStep'.
            virtual     bool        proceedDeltaTime(double curTime,float timeStep)=0;

            virtual     void        setGravity(float x,float y,float z)=0;

            virtual int             createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
                  float pivotX,float pivotY,float pivotZ,
                  float axisX,float axisY,float axisZ)=0;
            virtual void            removeConstraint(int constraintid)=0;

            virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ, 
                                                            float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)=0;

            //Methods for gamelogic collision/physics callbacks
            virtual void addSensor(PHY_IPhysicsController* ctrl)=0;
            virtual void removeSensor(PHY_IPhysicsController* ctrl)=0;
            virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
            virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
            virtual PHY_IPhysicsController*     CreateSphereController(float radius,const PHY__Vector3& position) =0;
            virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;


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