physicsPlayer.h 2.5 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _T3D_PHYSICS_PHYSICSPLAYER_H_
  23. #define _T3D_PHYSICS_PHYSICSPLAYER_H_
  24. #ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_
  25. #include "T3D/physics/physicsObject.h"
  26. #endif
  27. #ifndef _MMATH_H_
  28. #include "math/mMath.h"
  29. #endif
  30. class CollisionList;
  31. //struct ObjectRenderInst;
  32. //class BaseMatInstance;
  33. //class Player;
  34. //class SceneState;
  35. class SceneObject;
  36. ///
  37. class PhysicsPlayer : public PhysicsObject
  38. {
  39. public:
  40. PhysicsPlayer() {}
  41. virtual ~PhysicsPlayer() {};
  42. ///
  43. virtual void init( const char *type,
  44. const Point3F &size,
  45. F32 runSurfaceCos,
  46. F32 stepHeight,
  47. SceneObject *obj,
  48. PhysicsWorld *world ) = 0;
  49. virtual void findContact( SceneObject **contactObject,
  50. VectorF *contactNormal,
  51. Vector<SceneObject*> *outOverlapObjects ) const = 0;
  52. virtual Point3F move( const VectorF &displacement, CollisionList &outCol ) = 0;
  53. virtual bool testSpacials( const Point3F &nPos, const Point3F &nSize ) const = 0;
  54. virtual void setSpacials( const Point3F &nPos, const Point3F &nSize ) = 0;
  55. virtual void enableCollision() = 0;
  56. virtual void disableCollision() = 0;
  57. };
  58. #endif // _T3D_PHYSICS_PHYSICSPLAYER_H_