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- //-----------------------------------------------------------------------------
- // 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<SceneObject*> *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_
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