//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _T3D_PHYSICS_PHYSICSPLAYER_H_ #define _T3D_PHYSICS_PHYSICSPLAYER_H_ #ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_ #include "T3D/physics/physicsObject.h" #endif #ifndef _MMATH_H_ #include "math/mMath.h" #endif class CollisionList; //struct ObjectRenderInst; //class BaseMatInstance; //class Player; //class SceneState; class SceneObject; /// class PhysicsPlayer : public PhysicsObject { public: PhysicsPlayer() {} virtual ~PhysicsPlayer() {}; /// virtual void init( const char *type, const Point3F &size, F32 runSurfaceCos, F32 stepHeight, SceneObject *obj, PhysicsWorld *world ) = 0; virtual void findContact( SceneObject **contactObject, VectorF *contactNormal, Vector *outOverlapObjects ) const = 0; virtual Point3F move( const VectorF &displacement, CollisionList &outCol ) = 0; virtual bool testSpacials( const Point3F &nPos, const Point3F &nSize ) const = 0; virtual void setSpacials( const Point3F &nPos, const Point3F &nSize ) = 0; virtual void enableCollision() = 0; virtual void disableCollision() = 0; }; #endif // _T3D_PHYSICS_PHYSICSPLAYER_H_