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Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-kcunney

Kieran Cunney 14 år sedan
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65 ändrade filer med 6408 tillägg och 281 borttagningar
  1. 18 3
      .gitignore
  2. 1789 0
      gameplay-api.doxyfile
  3. 13 0
      gameplay.sln
  4. 24 8
      gameplay/.cproject
  5. 29 4
      gameplay/gameplay.vcxproj
  6. 71 0
      gameplay/gameplay.vcxproj.filters
  7. 76 15
      gameplay/src/AudioBuffer.cpp
  8. 27 0
      gameplay/src/Base.h
  9. 0 4
      gameplay/src/DepthStencilTarget.cpp
  10. 811 20
      gameplay/src/Font.cpp
  11. 73 2
      gameplay/src/Font.h
  12. 18 5
      gameplay/src/Game.cpp
  13. 10 0
      gameplay/src/Game.h
  14. 4 4
      gameplay/src/Input.h
  15. 25 6
      gameplay/src/Joint.cpp
  16. 16 0
      gameplay/src/Joint.h
  17. 4 4
      gameplay/src/Material.cpp
  18. 1 1
      gameplay/src/MaterialParameter.h
  19. 5 5
      gameplay/src/Matrix.h
  20. 4 4
      gameplay/src/Matrix.inl
  21. 2 1
      gameplay/src/MeshSkin.cpp
  22. 3 0
      gameplay/src/MeshSkin.h
  23. 2 1
      gameplay/src/Model.cpp
  24. 3 3
      gameplay/src/Model.h
  25. 18 3
      gameplay/src/Node.cpp
  26. 28 1
      gameplay/src/Node.h
  27. 58 49
      gameplay/src/ParticleEmitter.h
  28. 166 0
      gameplay/src/PhysicsConstraint.cpp
  29. 117 0
      gameplay/src/PhysicsConstraint.h
  30. 30 0
      gameplay/src/PhysicsConstraint.inl
  31. 346 0
      gameplay/src/PhysicsController.cpp
  32. 261 0
      gameplay/src/PhysicsController.h
  33. 24 0
      gameplay/src/PhysicsFixedConstraint.cpp
  34. 64 0
      gameplay/src/PhysicsFixedConstraint.h
  35. 30 0
      gameplay/src/PhysicsFixedConstraint.inl
  36. 71 0
      gameplay/src/PhysicsGenericConstraint.cpp
  37. 167 0
      gameplay/src/PhysicsGenericConstraint.h
  38. 90 0
      gameplay/src/PhysicsGenericConstraint.inl
  39. 51 0
      gameplay/src/PhysicsHingeConstraint.cpp
  40. 66 0
      gameplay/src/PhysicsHingeConstraint.h
  41. 71 0
      gameplay/src/PhysicsMotionState.cpp
  42. 59 0
      gameplay/src/PhysicsMotionState.h
  43. 258 0
      gameplay/src/PhysicsRigidBody.cpp
  44. 348 0
      gameplay/src/PhysicsRigidBody.h
  45. 146 0
      gameplay/src/PhysicsRigidBody.inl
  46. 58 0
      gameplay/src/PhysicsSocketConstraint.cpp
  47. 58 0
      gameplay/src/PhysicsSocketConstraint.h
  48. 67 0
      gameplay/src/PhysicsSpringConstraint.cpp
  49. 196 0
      gameplay/src/PhysicsSpringConstraint.h
  50. 70 0
      gameplay/src/PhysicsSpringConstraint.inl
  51. 325 14
      gameplay/src/PlatformQNX.cpp
  52. 8 4
      gameplay/src/PlatformWin32.cpp
  53. 90 84
      gameplay/src/Properties.h
  54. 1 1
      gameplay/src/Quaternion.h
  55. 1 1
      gameplay/src/Quaternion.inl
  56. 0 4
      gameplay/src/RenderState.h
  57. 0 4
      gameplay/src/RenderTarget.cpp
  58. 2 2
      gameplay/src/Technique.cpp
  59. 4 4
      gameplay/src/Vector2.h
  60. 4 4
      gameplay/src/Vector2.inl
  61. 4 4
      gameplay/src/Vector3.h
  62. 4 4
      gameplay/src/Vector3.inl
  63. 4 4
      gameplay/src/Vector4.h
  64. 4 4
      gameplay/src/Vector4.inl
  65. 11 0
      gameplay/src/gameplay.h

+ 18 - 3
.gitignore

@@ -14,6 +14,7 @@
 /Device-Profile
 /Device-Release
 /gameplay/Debug
+/gameplay/DebugMem
 /gameplay/Release
 /gameplay/Simulator
 /gameplay/Simulator-Coverage
@@ -25,7 +26,8 @@
 /gameplay-encoder/Debug
 /gameplay-encoder/Release
 /gameplay-samples/sample00-mesh/Debug
-/gameplay-samples/sample00-mesh//Release
+/gameplay-samples/sample00-mesh/DebugMem
+/gameplay-samples/sample00-mesh/Release
 /gameplay-samples/sample00-mesh/Simulator
 /gameplay-samples/sample00-mesh/Simulator-Coverage
 /gameplay-samples/sample00-mesh/Simulator-Profile
@@ -34,7 +36,8 @@
 /gameplay-samples/sample00-mesh/Device-Profile
 /gameplay-samples/sample00-mesh/Device-Release
 /gameplay-samples/sample01-longboard/Debug
-/gameplay-samples/sample01-longboard//Release
+/gameplay-samples/sample01-longboard/DebugMem
+/gameplay-samples/sample01-longboard/Release
 /gameplay-samples/sample01-longboard/Simulator
 /gameplay-samples/sample01-longboard/Simulator-Coverage
 /gameplay-samples/sample01-longboard/Simulator-Profile
@@ -43,6 +46,7 @@
 /gameplay-samples/sample01-longboard/Device-Profile
 /gameplay-samples/sample01-longboard/Device-Release
 /gameplay-samples/sample02-spaceship/Debug
+/gameplay-samples/sample02-spaceship/DebugMem
 /gameplay-samples/sample02-spaceship/Release
 /gameplay-samples/sample02-spaceship/Simulator
 /gameplay-samples/sample02-spaceship/Simulator-Coverage
@@ -52,6 +56,7 @@
 /gameplay-samples/sample02-spaceship/Device-Profile
 /gameplay-samples/sample02-spaceship/Device-Release
 /gameplay-samples/sample03-character/Debug
+/gameplay-samples/sample03-character/DebugMem
 /gameplay-samples/sample03-character/Release
 /gameplay-samples/sample03-character/Simulator
 /gameplay-samples/sample03-character/Simulator-Coverage
@@ -59,4 +64,14 @@
 /gameplay-samples/sample03-character/Device-Debug
 /gameplay-samples/sample03-character/Device-Coverage
 /gameplay-samples/sample03-character/Device-Profile
-/gameplay-samples/sample03-character/Device-Release
+/gameplay-samples/sample03-character/Device-Release
+/gameplay-samples/sample04-sandbox/Debug
+/gameplay-samples/sample04-sandbox/DebugMem
+/gameplay-samples/sample04-sandbox/Release
+/gameplay-samples/sample04-sandbox/Simulator
+/gameplay-samples/sample04-sandbox/Simulator-Coverage
+/gameplay-samples/sample04-sandbox/Simulator-Profile
+/gameplay-samples/sample04-sandbox/Device-Debug
+/gameplay-samples/sample04-sandbox/Device-Coverage
+/gameplay-samples/sample04-sandbox/Device-Profile
+/gameplay-samples/sample04-sandbox/Device-Release

+ 1789 - 0
gameplay-api.doxyfile

@@ -0,0 +1,1789 @@
+# Doxyfile 1.7.5.1
+
+# This file describes the settings to be used by the documentation system
+# doxygen (www.doxygen.org) for a project
+#
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+DOXYFILE_ENCODING      = UTF-8
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+# identify the project. Note that if you do not use Doxywizard you need 
+# to put quotes around the project name if it contains spaces.
+
+PROJECT_NAME           = GamePlay
+
+# The PROJECT_NUMBER tag can be used to enter a project or revision number. 
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+# if some version control system is used.
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+PROJECT_NUMBER         = 1.1.0
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+# a quick idea about the purpose of the project. Keep the description short.
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+PROJECT_BRIEF          = 
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+PROJECT_LOGO           = 
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+# If a relative path is entered, it will be relative to the location 
+# where doxygen was started. If left blank the current directory will be used.
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+OUTPUT_DIRECTORY       = ./gameplay-api
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+CREATE_SUBDIRS         = NO
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+STRIP_FROM_PATH        = 
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+# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of 
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+# the reader which header file to include in order to use a class. 
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+# are normally passed to the compiler using the -I flag.
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+STRIP_FROM_INC_PATH    = 
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+# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter 
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+SHORT_NAMES            = NO
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+# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen 
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+JAVADOC_AUTOBRIEF      = NO
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+# If the QT_AUTOBRIEF tag is set to YES then Doxygen will 
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+# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen 
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+# You can put \n's in the value part of an alias to insert newlines.
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+ALIASES                = 
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+# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C 
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+# rather than with sharp brackets.
+
+FORCE_LOCAL_INCLUDES   = NO
+
+# If the INLINE_INFO tag is set to YES (the default) then a tag [inline] 
+# is inserted in the documentation for inline members.
+
+INLINE_INFO            = YES
+
+# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen 
+# will sort the (detailed) documentation of file and class members 
+# alphabetically by member name. If set to NO the members will appear in 
+# declaration order.
+
+SORT_MEMBER_DOCS       = YES
+
+# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the 
+# brief documentation of file, namespace and class members alphabetically 
+# by member name. If set to NO (the default) the members will appear in 
+# declaration order.
+
+SORT_BRIEF_DOCS        = NO
+
+# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen 
+# will sort the (brief and detailed) documentation of class members so that 
+# constructors and destructors are listed first. If set to NO (the default) 
+# the constructors will appear in the respective orders defined by 
+# SORT_MEMBER_DOCS and SORT_BRIEF_DOCS. 
+# This tag will be ignored for brief docs if SORT_BRIEF_DOCS is set to NO 
+# and ignored for detailed docs if SORT_MEMBER_DOCS is set to NO.
+
+SORT_MEMBERS_CTORS_1ST = NO
+
+# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the 
+# hierarchy of group names into alphabetical order. If set to NO (the default) 
+# the group names will appear in their defined order.
+
+SORT_GROUP_NAMES       = NO
+
+# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be 
+# sorted by fully-qualified names, including namespaces. If set to 
+# NO (the default), the class list will be sorted only by class name, 
+# not including the namespace part. 
+# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. 
+# Note: This option applies only to the class list, not to the 
+# alphabetical list.
+
+SORT_BY_SCOPE_NAME     = NO
+
+# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to 
+# do proper type resolution of all parameters of a function it will reject a 
+# match between the prototype and the implementation of a member function even 
+# if there is only one candidate or it is obvious which candidate to choose 
+# by doing a simple string match. By disabling STRICT_PROTO_MATCHING doxygen 
+# will still accept a match between prototype and implementation in such cases.
+
+STRICT_PROTO_MATCHING  = NO
+
+# The GENERATE_TODOLIST tag can be used to enable (YES) or 
+# disable (NO) the todo list. This list is created by putting \todo 
+# commands in the documentation.
+
+GENERATE_TODOLIST      = YES
+
+# The GENERATE_TESTLIST tag can be used to enable (YES) or 
+# disable (NO) the test list. This list is created by putting \test 
+# commands in the documentation.
+
+GENERATE_TESTLIST      = YES
+
+# The GENERATE_BUGLIST tag can be used to enable (YES) or 
+# disable (NO) the bug list. This list is created by putting \bug 
+# commands in the documentation.
+
+GENERATE_BUGLIST       = YES
+
+# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or 
+# disable (NO) the deprecated list. This list is created by putting 
+# \deprecated commands in the documentation.
+
+GENERATE_DEPRECATEDLIST= YES
+
+# The ENABLED_SECTIONS tag can be used to enable conditional 
+# documentation sections, marked by \if sectionname ... \endif.
+
+ENABLED_SECTIONS       = 
+
+# The MAX_INITIALIZER_LINES tag determines the maximum number of lines 
+# the initial value of a variable or macro consists of for it to appear in 
+# the documentation. If the initializer consists of more lines than specified 
+# here it will be hidden. Use a value of 0 to hide initializers completely. 
+# The appearance of the initializer of individual variables and macros in the 
+# documentation can be controlled using \showinitializer or \hideinitializer 
+# command in the documentation regardless of this setting.
+
+MAX_INITIALIZER_LINES  = 30
+
+# Set the SHOW_USED_FILES tag to NO to disable the list of files generated 
+# at the bottom of the documentation of classes and structs. If set to YES the 
+# list will mention the files that were used to generate the documentation.
+
+SHOW_USED_FILES        = YES
+
+# If the sources in your project are distributed over multiple directories 
+# then setting the SHOW_DIRECTORIES tag to YES will show the directory hierarchy 
+# in the documentation. The default is NO.
+
+SHOW_DIRECTORIES       = NO
+
+# Set the SHOW_FILES tag to NO to disable the generation of the Files page. 
+# This will remove the Files entry from the Quick Index and from the 
+# Folder Tree View (if specified). The default is YES.
+
+SHOW_FILES             = YES
+
+# Set the SHOW_NAMESPACES tag to NO to disable the generation of the 
+# Namespaces page.  This will remove the Namespaces entry from the Quick Index 
+# and from the Folder Tree View (if specified). The default is YES.
+
+SHOW_NAMESPACES        = YES
+
+# The FILE_VERSION_FILTER tag can be used to specify a program or script that 
+# doxygen should invoke to get the current version for each file (typically from 
+# the version control system). Doxygen will invoke the program by executing (via 
+# popen()) the command <command> <input-file>, where <command> is the value of 
+# the FILE_VERSION_FILTER tag, and <input-file> is the name of an input file 
+# provided by doxygen. Whatever the program writes to standard output 
+# is used as the file version. See the manual for examples.
+
+FILE_VERSION_FILTER    = 
+
+# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed 
+# by doxygen. The layout file controls the global structure of the generated 
+# output files in an output format independent way. The create the layout file 
+# that represents doxygen's defaults, run doxygen with the -l option. 
+# You can optionally specify a file name after the option, if omitted 
+# DoxygenLayout.xml will be used as the name of the layout file.
+
+LAYOUT_FILE            = 
+
+# The CITE_BIB_FILES tag can be used to specify one or more bib files 
+# containing the references data. This must be a list of .bib files. The 
+# .bib extension is automatically appended if omitted. Using this command 
+# requires the bibtex tool to be installed. See also 
+# http://en.wikipedia.org/wiki/BibTeX for more info. For LaTeX the style 
+# of the bibliography can be controlled using LATEX_BIB_STYLE.
+
+CITE_BIB_FILES         = 
+
+#---------------------------------------------------------------------------
+# configuration options related to warning and progress messages
+#---------------------------------------------------------------------------
+
+# The QUIET tag can be used to turn on/off the messages that are generated 
+# by doxygen. Possible values are YES and NO. If left blank NO is used.
+
+QUIET                  = NO
+
+# The WARNINGS tag can be used to turn on/off the warning messages that are 
+# generated by doxygen. Possible values are YES and NO. If left blank 
+# NO is used.
+
+WARNINGS               = YES
+
+# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings 
+# for undocumented members. If EXTRACT_ALL is set to YES then this flag will 
+# automatically be disabled.
+
+WARN_IF_UNDOCUMENTED   = YES
+
+# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for 
+# potential errors in the documentation, such as not documenting some 
+# parameters in a documented function, or documenting parameters that 
+# don't exist or using markup commands wrongly.
+
+WARN_IF_DOC_ERROR      = YES
+
+# The WARN_NO_PARAMDOC option can be enabled to get warnings for 
+# functions that are documented, but have no documentation for their parameters 
+# or return value. If set to NO (the default) doxygen will only warn about 
+# wrong or incomplete parameter documentation, but not about the absence of 
+# documentation.
+
+WARN_NO_PARAMDOC       = NO
+
+# The WARN_FORMAT tag determines the format of the warning messages that 
+# doxygen can produce. The string should contain the $file, $line, and $text 
+# tags, which will be replaced by the file and line number from which the 
+# warning originated and the warning text. Optionally the format may contain 
+# $version, which will be replaced by the version of the file (if it could 
+# be obtained via FILE_VERSION_FILTER)
+
+WARN_FORMAT            = "$file:$line: $text"
+
+# The WARN_LOGFILE tag can be used to specify a file to which warning 
+# and error messages should be written. If left blank the output is written 
+# to stderr.
+
+WARN_LOGFILE           = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the input files
+#---------------------------------------------------------------------------
+
+# The INPUT tag can be used to specify the files and/or directories that contain 
+# documented source files. You may enter file names like "myfile.cpp" or 
+# directories like "/usr/src/myproject". Separate the files or directories 
+# with spaces.
+
+INPUT                  = ./gameplay/src
+
+# This tag can be used to specify the character encoding of the source files 
+# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is 
+# also the default input encoding. Doxygen uses libiconv (or the iconv built 
+# into libc) for the transcoding. See http://www.gnu.org/software/libiconv for 
+# the list of possible encodings.
+
+INPUT_ENCODING         = UTF-8
+
+# If the value of the INPUT tag contains directories, you can use the 
+# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp 
+# and *.h) to filter out the source-files in the directories. If left 
+# blank the following patterns are tested: 
+# *.c *.cc *.cxx *.cpp *.c++ *.d *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh 
+# *.hxx *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.dox *.py 
+# *.f90 *.f *.for *.vhd *.vhdl
+
+FILE_PATTERNS          = *.c \
+                         *.cc \
+                         *.cxx \
+                         *.cpp \
+                         *.c++ \
+                         *.d \
+                         *.java \
+                         *.ii \
+                         *.ixx \
+                         *.ipp \
+                         *.i++ \
+                         *.inl \
+                         *.h \
+                         *.hh \
+                         *.hxx \
+                         *.hpp \
+                         *.h++ \
+                         *.idl \
+                         *.odl \
+                         *.cs \
+                         *.php \
+                         *.php3 \
+                         *.inc \
+                         *.m \
+                         *.mm \
+                         *.dox \
+                         *.py \
+                         *.f90 \
+                         *.f \
+                         *.for \
+                         *.vhd \
+                         *.vhdl
+
+# The RECURSIVE tag can be used to turn specify whether or not subdirectories 
+# should be searched for input files as well. Possible values are YES and NO. 
+# If left blank NO is used.
+
+RECURSIVE              = NO
+
+# The EXCLUDE tag can be used to specify files and/or directories that should 
+# excluded from the INPUT source files. This way you can easily exclude a 
+# subdirectory from a directory tree whose root is specified with the INPUT tag. 
+# Note that relative paths are relative to directory from which doxygen is run.
+
+EXCLUDE                = 
+
+# The EXCLUDE_SYMLINKS tag can be used select whether or not files or 
+# directories that are symbolic links (a Unix file system feature) are excluded 
+# from the input.
+
+EXCLUDE_SYMLINKS       = NO
+
+# If the value of the INPUT tag contains directories, you can use the 
+# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude 
+# certain files from those directories. Note that the wildcards are matched 
+# against the file with absolute path, so to exclude all test directories 
+# for example use the pattern */test/*
+
+EXCLUDE_PATTERNS       = 
+
+# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names 
+# (namespaces, classes, functions, etc.) that should be excluded from the 
+# output. The symbol name can be a fully qualified name, a word, or if the 
+# wildcard * is used, a substring. Examples: ANamespace, AClass, 
+# AClass::ANamespace, ANamespace::*Test
+
+EXCLUDE_SYMBOLS        = 
+
+# The EXAMPLE_PATH tag can be used to specify one or more files or 
+# directories that contain example code fragments that are included (see 
+# the \include command).
+
+EXAMPLE_PATH           = 
+
+# If the value of the EXAMPLE_PATH tag contains directories, you can use the 
+# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp 
+# and *.h) to filter out the source-files in the directories. If left 
+# blank all files are included.
+
+EXAMPLE_PATTERNS       = *
+
+# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be 
+# searched for input files to be used with the \include or \dontinclude 
+# commands irrespective of the value of the RECURSIVE tag. 
+# Possible values are YES and NO. If left blank NO is used.
+
+EXAMPLE_RECURSIVE      = NO
+
+# The IMAGE_PATH tag can be used to specify one or more files or 
+# directories that contain image that are included in the documentation (see 
+# the \image command).
+
+IMAGE_PATH             = 
+
+# The INPUT_FILTER tag can be used to specify a program that doxygen should 
+# invoke to filter for each input file. Doxygen will invoke the filter program 
+# by executing (via popen()) the command <filter> <input-file>, where <filter> 
+# is the value of the INPUT_FILTER tag, and <input-file> is the name of an 
+# input file. Doxygen will then use the output that the filter program writes 
+# to standard output.  If FILTER_PATTERNS is specified, this tag will be 
+# ignored.
+
+INPUT_FILTER           = 
+
+# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern 
+# basis.  Doxygen will compare the file name with each pattern and apply the 
+# filter if there is a match.  The filters are a list of the form: 
+# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further 
+# info on how filters are used. If FILTER_PATTERNS is empty or if 
+# non of the patterns match the file name, INPUT_FILTER is applied.
+
+FILTER_PATTERNS        = 
+
+# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using 
+# INPUT_FILTER) will be used to filter the input files when producing source 
+# files to browse (i.e. when SOURCE_BROWSER is set to YES).
+
+FILTER_SOURCE_FILES    = NO
+
+# The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file 
+# pattern. A pattern will override the setting for FILTER_PATTERN (if any) 
+# and it is also possible to disable source filtering for a specific pattern 
+# using *.ext= (so without naming a filter). This option only has effect when 
+# FILTER_SOURCE_FILES is enabled.
+
+FILTER_SOURCE_PATTERNS = 
+
+#---------------------------------------------------------------------------
+# configuration options related to source browsing
+#---------------------------------------------------------------------------
+
+# If the SOURCE_BROWSER tag is set to YES then a list of source files will 
+# be generated. Documented entities will be cross-referenced with these sources. 
+# Note: To get rid of all source code in the generated output, make sure also 
+# VERBATIM_HEADERS is set to NO.
+
+SOURCE_BROWSER         = NO
+
+# Setting the INLINE_SOURCES tag to YES will include the body 
+# of functions and classes directly in the documentation.
+
+INLINE_SOURCES         = NO
+
+# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct 
+# doxygen to hide any special comment blocks from generated source code 
+# fragments. Normal C and C++ comments will always remain visible.
+
+STRIP_CODE_COMMENTS    = YES
+
+# If the REFERENCED_BY_RELATION tag is set to YES 
+# then for each documented function all documented 
+# functions referencing it will be listed.
+
+REFERENCED_BY_RELATION = NO
+
+# If the REFERENCES_RELATION tag is set to YES 
+# then for each documented function all documented entities 
+# called/used by that function will be listed.
+
+REFERENCES_RELATION    = NO
+
+# If the REFERENCES_LINK_SOURCE tag is set to YES (the default) 
+# and SOURCE_BROWSER tag is set to YES, then the hyperlinks from 
+# functions in REFERENCES_RELATION and REFERENCED_BY_RELATION lists will 
+# link to the source code.  Otherwise they will link to the documentation.
+
+REFERENCES_LINK_SOURCE = YES
+
+# If the USE_HTAGS tag is set to YES then the references to source code 
+# will point to the HTML generated by the htags(1) tool instead of doxygen 
+# built-in source browser. The htags tool is part of GNU's global source 
+# tagging system (see http://www.gnu.org/software/global/global.html). You 
+# will need version 4.8.6 or higher.
+
+USE_HTAGS              = NO
+
+# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen 
+# will generate a verbatim copy of the header file for each class for 
+# which an include is specified. Set to NO to disable this.
+
+VERBATIM_HEADERS       = YES
+
+#---------------------------------------------------------------------------
+# configuration options related to the alphabetical class index
+#---------------------------------------------------------------------------
+
+# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index 
+# of all compounds will be generated. Enable this if the project 
+# contains a lot of classes, structs, unions or interfaces.
+
+ALPHABETICAL_INDEX     = YES
+
+# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then 
+# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns 
+# in which this list will be split (can be a number in the range [1..20])
+
+COLS_IN_ALPHA_INDEX    = 5
+
+# In case all classes in a project start with a common prefix, all 
+# classes will be put under the same header in the alphabetical index. 
+# The IGNORE_PREFIX tag can be used to specify one or more prefixes that 
+# should be ignored while generating the index headers.
+
+IGNORE_PREFIX          = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the HTML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_HTML tag is set to YES (the default) Doxygen will 
+# generate HTML output.
+
+GENERATE_HTML          = YES
+
+# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `html' will be used as the default path.
+
+HTML_OUTPUT            = html
+
+# The HTML_FILE_EXTENSION tag can be used to specify the file extension for 
+# each generated HTML page (for example: .htm,.php,.asp). If it is left blank 
+# doxygen will generate files with .html extension.
+
+HTML_FILE_EXTENSION    = .html
+
+# The HTML_HEADER tag can be used to specify a personal HTML header for 
+# each generated HTML page. If it is left blank doxygen will generate a 
+# standard header. Note that when using a custom header you are responsible  
+# for the proper inclusion of any scripts and style sheets that doxygen 
+# needs, which is dependent on the configuration options used. 
+# It is adviced to generate a default header using "doxygen -w html 
+# header.html footer.html stylesheet.css YourConfigFile" and then modify 
+# that header. Note that the header is subject to change so you typically 
+# have to redo this when upgrading to a newer version of doxygen or when 
+# changing the value of configuration settings such as GENERATE_TREEVIEW!
+
+HTML_HEADER            = 
+
+# The HTML_FOOTER tag can be used to specify a personal HTML footer for 
+# each generated HTML page. If it is left blank doxygen will generate a 
+# standard footer.
+
+HTML_FOOTER            = 
+
+# The HTML_STYLESHEET tag can be used to specify a user-defined cascading 
+# style sheet that is used by each HTML page. It can be used to 
+# fine-tune the look of the HTML output. If the tag is left blank doxygen 
+# will generate a default style sheet. Note that doxygen will try to copy 
+# the style sheet file to the HTML output directory, so don't put your own 
+# stylesheet in the HTML output directory as well, or it will be erased!
+
+HTML_STYLESHEET        = 
+
+# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or 
+# other source files which should be copied to the HTML output directory. Note 
+# that these files will be copied to the base HTML output directory. Use the 
+# $relpath$ marker in the HTML_HEADER and/or HTML_FOOTER files to load these 
+# files. In the HTML_STYLESHEET file, use the file name only. Also note that 
+# the files will be copied as-is; there are no commands or markers available.
+
+HTML_EXTRA_FILES       = 
+
+# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. 
+# Doxygen will adjust the colors in the stylesheet and background images 
+# according to this color. Hue is specified as an angle on a colorwheel, 
+# see http://en.wikipedia.org/wiki/Hue for more information. 
+# For instance the value 0 represents red, 60 is yellow, 120 is green, 
+# 180 is cyan, 240 is blue, 300 purple, and 360 is red again. 
+# The allowed range is 0 to 359.
+
+HTML_COLORSTYLE_HUE    = 220
+
+# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of 
+# the colors in the HTML output. For a value of 0 the output will use 
+# grayscales only. A value of 255 will produce the most vivid colors.
+
+HTML_COLORSTYLE_SAT    = 100
+
+# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to 
+# the luminance component of the colors in the HTML output. Values below 
+# 100 gradually make the output lighter, whereas values above 100 make 
+# the output darker. The value divided by 100 is the actual gamma applied, 
+# so 80 represents a gamma of 0.8, The value 220 represents a gamma of 2.2, 
+# and 100 does not change the gamma.
+
+HTML_COLORSTYLE_GAMMA  = 80
+
+# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML 
+# page will contain the date and time when the page was generated. Setting 
+# this to NO can help when comparing the output of multiple runs.
+
+HTML_TIMESTAMP         = YES
+
+# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes, 
+# files or namespaces will be aligned in HTML using tables. If set to 
+# NO a bullet list will be used.
+
+HTML_ALIGN_MEMBERS     = YES
+
+# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML 
+# documentation will contain sections that can be hidden and shown after the 
+# page has loaded. For this to work a browser that supports 
+# JavaScript and DHTML is required (for instance Mozilla 1.0+, Firefox 
+# Netscape 6.0+, Internet explorer 5.0+, Konqueror, or Safari).
+
+HTML_DYNAMIC_SECTIONS  = NO
+
+# If the GENERATE_DOCSET tag is set to YES, additional index files 
+# will be generated that can be used as input for Apple's Xcode 3 
+# integrated development environment, introduced with OSX 10.5 (Leopard). 
+# To create a documentation set, doxygen will generate a Makefile in the 
+# HTML output directory. Running make will produce the docset in that 
+# directory and running "make install" will install the docset in 
+# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find 
+# it at startup. 
+# See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html 
+# for more information.
+
+GENERATE_DOCSET        = NO
+
+# When GENERATE_DOCSET tag is set to YES, this tag determines the name of the 
+# feed. A documentation feed provides an umbrella under which multiple 
+# documentation sets from a single provider (such as a company or product suite) 
+# can be grouped.
+
+DOCSET_FEEDNAME        = "Doxygen generated docs"
+
+# When GENERATE_DOCSET tag is set to YES, this tag specifies a string that 
+# should uniquely identify the documentation set bundle. This should be a 
+# reverse domain-name style string, e.g. com.mycompany.MyDocSet. Doxygen 
+# will append .docset to the name.
+
+DOCSET_BUNDLE_ID       = org.doxygen.Project
+
+# When GENERATE_PUBLISHER_ID tag specifies a string that should uniquely identify 
+# the documentation publisher. This should be a reverse domain-name style 
+# string, e.g. com.mycompany.MyDocSet.documentation.
+
+DOCSET_PUBLISHER_ID    = org.doxygen.Publisher
+
+# The GENERATE_PUBLISHER_NAME tag identifies the documentation publisher.
+
+DOCSET_PUBLISHER_NAME  = Publisher
+
+# If the GENERATE_HTMLHELP tag is set to YES, additional index files 
+# will be generated that can be used as input for tools like the 
+# Microsoft HTML help workshop to generate a compiled HTML help file (.chm) 
+# of the generated HTML documentation.
+
+GENERATE_HTMLHELP      = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can 
+# be used to specify the file name of the resulting .chm file. You 
+# can add a path in front of the file if the result should not be 
+# written to the html output directory.
+
+CHM_FILE               = 
+
+# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can 
+# be used to specify the location (absolute path including file name) of 
+# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run 
+# the HTML help compiler on the generated index.hhp.
+
+HHC_LOCATION           = 
+
+# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag 
+# controls if a separate .chi index file is generated (YES) or that 
+# it should be included in the master .chm file (NO).
+
+GENERATE_CHI           = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_INDEX_ENCODING 
+# is used to encode HtmlHelp index (hhk), content (hhc) and project file 
+# content.
+
+CHM_INDEX_ENCODING     = 
+
+# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag 
+# controls whether a binary table of contents is generated (YES) or a 
+# normal table of contents (NO) in the .chm file.
+
+BINARY_TOC             = NO
+
+# The TOC_EXPAND flag can be set to YES to add extra items for group members 
+# to the contents of the HTML help documentation and to the tree view.
+
+TOC_EXPAND             = NO
+
+# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and 
+# QHP_VIRTUAL_FOLDER are set, an additional index file will be generated 
+# that can be used as input for Qt's qhelpgenerator to generate a 
+# Qt Compressed Help (.qch) of the generated HTML documentation.
+
+GENERATE_QHP           = NO
+
+# If the QHG_LOCATION tag is specified, the QCH_FILE tag can 
+# be used to specify the file name of the resulting .qch file. 
+# The path specified is relative to the HTML output folder.
+
+QCH_FILE               = 
+
+# The QHP_NAMESPACE tag specifies the namespace to use when generating 
+# Qt Help Project output. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#namespace
+
+QHP_NAMESPACE          = org.doxygen.Project
+
+# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating 
+# Qt Help Project output. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#virtual-folders
+
+QHP_VIRTUAL_FOLDER     = doc
+
+# If QHP_CUST_FILTER_NAME is set, it specifies the name of a custom filter to 
+# add. For more information please see 
+# http://doc.trolltech.com/qthelpproject.html#custom-filters
+
+QHP_CUST_FILTER_NAME   = 
+
+# The QHP_CUST_FILT_ATTRS tag specifies the list of the attributes of the 
+# custom filter to add. For more information please see 
+# <a href="http://doc.trolltech.com/qthelpproject.html#custom-filters"> 
+# Qt Help Project / Custom Filters</a>.
+
+QHP_CUST_FILTER_ATTRS  = 
+
+# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this 
+# project's 
+# filter section matches. 
+# <a href="http://doc.trolltech.com/qthelpproject.html#filter-attributes"> 
+# Qt Help Project / Filter Attributes</a>.
+
+QHP_SECT_FILTER_ATTRS  = 
+
+# If the GENERATE_QHP tag is set to YES, the QHG_LOCATION tag can 
+# be used to specify the location of Qt's qhelpgenerator. 
+# If non-empty doxygen will try to run qhelpgenerator on the generated 
+# .qhp file.
+
+QHG_LOCATION           = 
+
+# If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files  
+# will be generated, which together with the HTML files, form an Eclipse help 
+# plugin. To install this plugin and make it available under the help contents 
+# menu in Eclipse, the contents of the directory containing the HTML and XML 
+# files needs to be copied into the plugins directory of eclipse. The name of 
+# the directory within the plugins directory should be the same as 
+# the ECLIPSE_DOC_ID value. After copying Eclipse needs to be restarted before 
+# the help appears.
+
+GENERATE_ECLIPSEHELP   = NO
+
+# A unique identifier for the eclipse help plugin. When installing the plugin 
+# the directory name containing the HTML and XML files should also have 
+# this name.
+
+ECLIPSE_DOC_ID         = org.doxygen.Project
+
+# The DISABLE_INDEX tag can be used to turn on/off the condensed index at 
+# top of each HTML page. The value NO (the default) enables the index and 
+# the value YES disables it.
+
+DISABLE_INDEX          = NO
+
+# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values 
+# (range [0,1..20]) that doxygen will group on one line in the generated HTML 
+# documentation. Note that a value of 0 will completely suppress the enum 
+# values from appearing in the overview section.
+
+ENUM_VALUES_PER_LINE   = 4
+
+# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index 
+# structure should be generated to display hierarchical information. 
+# If the tag value is set to YES, a side panel will be generated 
+# containing a tree-like index structure (just like the one that 
+# is generated for HTML Help). For this to work a browser that supports 
+# JavaScript, DHTML, CSS and frames is required (i.e. any modern browser). 
+# Windows users are probably better off using the HTML help feature.
+
+GENERATE_TREEVIEW      = YES
+
+# By enabling USE_INLINE_TREES, doxygen will generate the Groups, Directories, 
+# and Class Hierarchy pages using a tree view instead of an ordered list.
+
+USE_INLINE_TREES       = NO
+
+# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be 
+# used to set the initial width (in pixels) of the frame in which the tree 
+# is shown.
+
+TREEVIEW_WIDTH         = 250
+
+# When the EXT_LINKS_IN_WINDOW option is set to YES doxygen will open 
+# links to external symbols imported via tag files in a separate window.
+
+EXT_LINKS_IN_WINDOW    = NO
+
+# Use this tag to change the font size of Latex formulas included 
+# as images in the HTML documentation. The default is 10. Note that 
+# when you change the font size after a successful doxygen run you need 
+# to manually remove any form_*.png images from the HTML output directory 
+# to force them to be regenerated.
+
+FORMULA_FONTSIZE       = 10
+
+# Use the FORMULA_TRANPARENT tag to determine whether or not the images 
+# generated for formulas are transparent PNGs. Transparent PNGs are 
+# not supported properly for IE 6.0, but are supported on all modern browsers. 
+# Note that when changing this option you need to delete any form_*.png files 
+# in the HTML output before the changes have effect.
+
+FORMULA_TRANSPARENT    = YES
+
+# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax 
+# (see http://www.mathjax.org) which uses client side Javascript for the 
+# rendering instead of using prerendered bitmaps. Use this if you do not 
+# have LaTeX installed or if you want to formulas look prettier in the HTML 
+# output. When enabled you also need to install MathJax separately and 
+# configure the path to it using the MATHJAX_RELPATH option.
+
+USE_MATHJAX            = NO
+
+# When MathJax is enabled you need to specify the location relative to the 
+# HTML output directory using the MATHJAX_RELPATH option. The destination 
+# directory should contain the MathJax.js script. For instance, if the mathjax 
+# directory is located at the same level as the HTML output directory, then 
+# MATHJAX_RELPATH should be ../mathjax. The default value points to the 
+# mathjax.org site, so you can quickly see the result without installing 
+# MathJax, but it is strongly recommended to install a local copy of MathJax 
+# before deployment.
+
+MATHJAX_RELPATH        = http://www.mathjax.org/mathjax
+
+# The MATHJAX_EXTENSIONS tag can be used to specify one or MathJax extension 
+# names that should be enabled during MathJax rendering.
+
+MATHJAX_EXTENSIONS     = 
+
+# When the SEARCHENGINE tag is enabled doxygen will generate a search box 
+# for the HTML output. The underlying search engine uses javascript 
+# and DHTML and should work on any modern browser. Note that when using 
+# HTML help (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets 
+# (GENERATE_DOCSET) there is already a search function so this one should 
+# typically be disabled. For large projects the javascript based search engine 
+# can be slow, then enabling SERVER_BASED_SEARCH may provide a better solution.
+
+SEARCHENGINE           = YES
+
+# When the SERVER_BASED_SEARCH tag is enabled the search engine will be 
+# implemented using a PHP enabled web server instead of at the web client 
+# using Javascript. Doxygen will generate the search PHP script and index 
+# file to put on the web server. The advantage of the server 
+# based approach is that it scales better to large projects and allows 
+# full text search. The disadvantages are that it is more difficult to setup 
+# and does not have live searching capabilities.
+
+SERVER_BASED_SEARCH    = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the LaTeX output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will 
+# generate Latex output.
+
+GENERATE_LATEX         = NO
+
+# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `latex' will be used as the default path.
+
+LATEX_OUTPUT           = latex
+
+# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be 
+# invoked. If left blank `latex' will be used as the default command name. 
+# Note that when enabling USE_PDFLATEX this option is only used for 
+# generating bitmaps for formulas in the HTML output, but not in the 
+# Makefile that is written to the output directory.
+
+LATEX_CMD_NAME         = latex
+
+# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to 
+# generate index for LaTeX. If left blank `makeindex' will be used as the 
+# default command name.
+
+MAKEINDEX_CMD_NAME     = makeindex
+
+# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact 
+# LaTeX documents. This may be useful for small projects and may help to 
+# save some trees in general.
+
+COMPACT_LATEX          = NO
+
+# The PAPER_TYPE tag can be used to set the paper type that is used 
+# by the printer. Possible values are: a4, letter, legal and 
+# executive. If left blank a4wide will be used.
+
+PAPER_TYPE             = a4
+
+# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX 
+# packages that should be included in the LaTeX output.
+
+EXTRA_PACKAGES         = 
+
+# The LATEX_HEADER tag can be used to specify a personal LaTeX header for 
+# the generated latex document. The header should contain everything until 
+# the first chapter. If it is left blank doxygen will generate a 
+# standard header. Notice: only use this tag if you know what you are doing!
+
+LATEX_HEADER           = 
+
+# The LATEX_FOOTER tag can be used to specify a personal LaTeX footer for 
+# the generated latex document. The footer should contain everything after 
+# the last chapter. If it is left blank doxygen will generate a 
+# standard footer. Notice: only use this tag if you know what you are doing!
+
+LATEX_FOOTER           = 
+
+# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated 
+# is prepared for conversion to pdf (using ps2pdf). The pdf file will 
+# contain links (just like the HTML output) instead of page references 
+# This makes the output suitable for online browsing using a pdf viewer.
+
+PDF_HYPERLINKS         = YES
+
+# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of 
+# plain latex in the generated Makefile. Set this option to YES to get a 
+# higher quality PDF documentation.
+
+USE_PDFLATEX           = YES
+
+# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode. 
+# command to the generated LaTeX files. This will instruct LaTeX to keep 
+# running if errors occur, instead of asking the user for help. 
+# This option is also used when generating formulas in HTML.
+
+LATEX_BATCHMODE        = NO
+
+# If LATEX_HIDE_INDICES is set to YES then doxygen will not 
+# include the index chapters (such as File Index, Compound Index, etc.) 
+# in the output.
+
+LATEX_HIDE_INDICES     = NO
+
+# If LATEX_SOURCE_CODE is set to YES then doxygen will include 
+# source code with syntax highlighting in the LaTeX output. 
+# Note that which sources are shown also depends on other settings 
+# such as SOURCE_BROWSER.
+
+LATEX_SOURCE_CODE      = NO
+
+# The LATEX_BIB_STYLE tag can be used to specify the style to use for the 
+# bibliography, e.g. plainnat, or ieeetr. The default style is "plain". See 
+# http://en.wikipedia.org/wiki/BibTeX for more info.
+
+LATEX_BIB_STYLE        = plain
+
+#---------------------------------------------------------------------------
+# configuration options related to the RTF output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output 
+# The RTF output is optimized for Word 97 and may not look very pretty with 
+# other RTF readers or editors.
+
+GENERATE_RTF           = NO
+
+# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `rtf' will be used as the default path.
+
+RTF_OUTPUT             = rtf
+
+# If the COMPACT_RTF tag is set to YES Doxygen generates more compact 
+# RTF documents. This may be useful for small projects and may help to 
+# save some trees in general.
+
+COMPACT_RTF            = NO
+
+# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated 
+# will contain hyperlink fields. The RTF file will 
+# contain links (just like the HTML output) instead of page references. 
+# This makes the output suitable for online browsing using WORD or other 
+# programs which support those fields. 
+# Note: wordpad (write) and others do not support links.
+
+RTF_HYPERLINKS         = NO
+
+# Load stylesheet definitions from file. Syntax is similar to doxygen's 
+# config file, i.e. a series of assignments. You only have to provide 
+# replacements, missing definitions are set to their default value.
+
+RTF_STYLESHEET_FILE    = 
+
+# Set optional variables used in the generation of an rtf document. 
+# Syntax is similar to doxygen's config file.
+
+RTF_EXTENSIONS_FILE    = 
+
+#---------------------------------------------------------------------------
+# configuration options related to the man page output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_MAN tag is set to YES (the default) Doxygen will 
+# generate man pages
+
+GENERATE_MAN           = NO
+
+# The MAN_OUTPUT tag is used to specify where the man pages will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `man' will be used as the default path.
+
+MAN_OUTPUT             = man
+
+# The MAN_EXTENSION tag determines the extension that is added to 
+# the generated man pages (default is the subroutine's section .3)
+
+MAN_EXTENSION          = .3
+
+# If the MAN_LINKS tag is set to YES and Doxygen generates man output, 
+# then it will generate one additional man file for each entity 
+# documented in the real man page(s). These additional files 
+# only source the real man page, but without them the man command 
+# would be unable to find the correct page. The default is NO.
+
+MAN_LINKS              = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the XML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_XML tag is set to YES Doxygen will 
+# generate an XML file that captures the structure of 
+# the code including all documentation.
+
+GENERATE_XML           = NO
+
+# The XML_OUTPUT tag is used to specify where the XML pages will be put. 
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be 
+# put in front of it. If left blank `xml' will be used as the default path.
+
+XML_OUTPUT             = xml
+
+# The XML_SCHEMA tag can be used to specify an XML schema, 
+# which can be used by a validating XML parser to check the 
+# syntax of the XML files.
+
+XML_SCHEMA             = 
+
+# The XML_DTD tag can be used to specify an XML DTD, 
+# which can be used by a validating XML parser to check the 
+# syntax of the XML files.
+
+XML_DTD                = 
+
+# If the XML_PROGRAMLISTING tag is set to YES Doxygen will 
+# dump the program listings (including syntax highlighting 
+# and cross-referencing information) to the XML output. Note that 
+# enabling this will significantly increase the size of the XML output.
+
+XML_PROGRAMLISTING     = YES
+
+#---------------------------------------------------------------------------
+# configuration options for the AutoGen Definitions output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will 
+# generate an AutoGen Definitions (see autogen.sf.net) file 
+# that captures the structure of the code including all 
+# documentation. Note that this feature is still experimental 
+# and incomplete at the moment.
+
+GENERATE_AUTOGEN_DEF   = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the Perl module output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_PERLMOD tag is set to YES Doxygen will 
+# generate a Perl module file that captures the structure of 
+# the code including all documentation. Note that this 
+# feature is still experimental and incomplete at the 
+# moment.
+
+GENERATE_PERLMOD       = NO
+
+# If the PERLMOD_LATEX tag is set to YES Doxygen will generate 
+# the necessary Makefile rules, Perl scripts and LaTeX code to be able 
+# to generate PDF and DVI output from the Perl module output.
+
+PERLMOD_LATEX          = NO
+
+# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be 
+# nicely formatted so it can be parsed by a human reader.  This is useful 
+# if you want to understand what is going on.  On the other hand, if this 
+# tag is set to NO the size of the Perl module output will be much smaller 
+# and Perl will parse it just the same.
+
+PERLMOD_PRETTY         = YES
+
+# The names of the make variables in the generated doxyrules.make file 
+# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. 
+# This is useful so different doxyrules.make files included by the same 
+# Makefile don't overwrite each other's variables.
+
+PERLMOD_MAKEVAR_PREFIX = 
+
+#---------------------------------------------------------------------------
+# Configuration options related to the preprocessor
+#---------------------------------------------------------------------------
+
+# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will 
+# evaluate all C-preprocessor directives found in the sources and include 
+# files.
+
+ENABLE_PREPROCESSING   = YES
+
+# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro 
+# names in the source code. If set to NO (the default) only conditional 
+# compilation will be performed. Macro expansion can be done in a controlled 
+# way by setting EXPAND_ONLY_PREDEF to YES.
+
+MACRO_EXPANSION        = NO
+
+# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES 
+# then the macro expansion is limited to the macros specified with the 
+# PREDEFINED and EXPAND_AS_DEFINED tags.
+
+EXPAND_ONLY_PREDEF     = NO
+
+# If the SEARCH_INCLUDES tag is set to YES (the default) the includes files 
+# pointed to by INCLUDE_PATH will be searched when a #include is found.
+
+SEARCH_INCLUDES        = YES
+
+# The INCLUDE_PATH tag can be used to specify one or more directories that 
+# contain include files that are not input files but should be processed by 
+# the preprocessor.
+
+INCLUDE_PATH           = 
+
+# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard 
+# patterns (like *.h and *.hpp) to filter out the header-files in the 
+# directories. If left blank, the patterns specified with FILE_PATTERNS will 
+# be used.
+
+INCLUDE_FILE_PATTERNS  = 
+
+# The PREDEFINED tag can be used to specify one or more macro names that 
+# are defined before the preprocessor is started (similar to the -D option of 
+# gcc). The argument of the tag is a list of macros of the form: name 
+# or name=definition (no spaces). If the definition and the = are 
+# omitted =1 is assumed. To prevent a macro definition from being 
+# undefined via #undef or recursively expanded use the := operator 
+# instead of the = operator.
+
+PREDEFINED             = 
+
+# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then 
+# this tag can be used to specify a list of macro names that should be expanded. 
+# The macro definition that is found in the sources will be used. 
+# Use the PREDEFINED tag if you want to use a different macro definition that 
+# overrules the definition found in the source code.
+
+EXPAND_AS_DEFINED      = 
+
+# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then 
+# doxygen's preprocessor will remove all references to function-like macros 
+# that are alone on a line, have an all uppercase name, and do not end with a 
+# semicolon, because these will confuse the parser if not removed.
+
+SKIP_FUNCTION_MACROS   = YES
+
+#---------------------------------------------------------------------------
+# Configuration::additions related to external references
+#---------------------------------------------------------------------------
+
+# The TAGFILES option can be used to specify one or more tagfiles. 
+# Optionally an initial location of the external documentation 
+# can be added for each tagfile. The format of a tag file without 
+# this location is as follows: 
+#   TAGFILES = file1 file2 ... 
+# Adding location for the tag files is done as follows: 
+#   TAGFILES = file1=loc1 "file2 = loc2" ... 
+# where "loc1" and "loc2" can be relative or absolute paths or 
+# URLs. If a location is present for each tag, the installdox tool 
+# does not have to be run to correct the links. 
+# Note that each tag file must have a unique name 
+# (where the name does NOT include the path) 
+# If a tag file is not located in the directory in which doxygen 
+# is run, you must also specify the path to the tagfile here.
+
+TAGFILES               = 
+
+# When a file name is specified after GENERATE_TAGFILE, doxygen will create 
+# a tag file that is based on the input files it reads.
+
+GENERATE_TAGFILE       = 
+
+# If the ALLEXTERNALS tag is set to YES all external classes will be listed 
+# in the class index. If set to NO only the inherited external classes 
+# will be listed.
+
+ALLEXTERNALS           = NO
+
+# If the EXTERNAL_GROUPS tag is set to YES all external groups will be listed 
+# in the modules index. If set to NO, only the current project's groups will 
+# be listed.
+
+EXTERNAL_GROUPS        = YES
+
+# The PERL_PATH should be the absolute path and name of the perl script 
+# interpreter (i.e. the result of `which perl').
+
+PERL_PATH              = /usr/bin/perl
+
+#---------------------------------------------------------------------------
+# Configuration options related to the dot tool
+#---------------------------------------------------------------------------
+
+# If the CLASS_DIAGRAMS tag is set to YES (the default) Doxygen will 
+# generate a inheritance diagram (in HTML, RTF and LaTeX) for classes with base 
+# or super classes. Setting the tag to NO turns the diagrams off. Note that 
+# this option also works with HAVE_DOT disabled, but it is recommended to 
+# install and use dot, since it yields more powerful graphs.
+
+CLASS_DIAGRAMS         = YES
+
+# You can define message sequence charts within doxygen comments using the \msc 
+# command. Doxygen will then run the mscgen tool (see 
+# http://www.mcternan.me.uk/mscgen/) to produce the chart and insert it in the 
+# documentation. The MSCGEN_PATH tag allows you to specify the directory where 
+# the mscgen tool resides. If left empty the tool is assumed to be found in the 
+# default search path.
+
+MSCGEN_PATH            = 
+
+# If set to YES, the inheritance and collaboration graphs will hide 
+# inheritance and usage relations if the target is undocumented 
+# or is not a class.
+
+HIDE_UNDOC_RELATIONS   = YES
+
+# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is 
+# available from the path. This tool is part of Graphviz, a graph visualization 
+# toolkit from AT&T and Lucent Bell Labs. The other options in this section 
+# have no effect if this option is set to NO (the default)
+
+HAVE_DOT               = NO
+
+# The DOT_NUM_THREADS specifies the number of dot invocations doxygen is 
+# allowed to run in parallel. When set to 0 (the default) doxygen will 
+# base this on the number of processors available in the system. You can set it 
+# explicitly to a value larger than 0 to get control over the balance 
+# between CPU load and processing speed.
+
+DOT_NUM_THREADS        = 0
+
+# By default doxygen will use the Helvetica font for all dot files that 
+# doxygen generates. When you want a differently looking font you can specify 
+# the font name using DOT_FONTNAME. You need to make sure dot is able to find 
+# the font, which can be done by putting it in a standard location or by setting 
+# the DOTFONTPATH environment variable or by setting DOT_FONTPATH to the 
+# directory containing the font.
+
+DOT_FONTNAME           = Helvetica
+
+# The DOT_FONTSIZE tag can be used to set the size of the font of dot graphs. 
+# The default size is 10pt.
+
+DOT_FONTSIZE           = 10
+
+# By default doxygen will tell dot to use the Helvetica font. 
+# If you specify a different font using DOT_FONTNAME you can use DOT_FONTPATH to 
+# set the path where dot can find it.
+
+DOT_FONTPATH           = 
+
+# If the CLASS_GRAPH and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for each documented class showing the direct and 
+# indirect inheritance relations. Setting this tag to YES will force the 
+# the CLASS_DIAGRAMS tag to NO.
+
+CLASS_GRAPH            = YES
+
+# If the COLLABORATION_GRAPH and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for each documented class showing the direct and 
+# indirect implementation dependencies (inheritance, containment, and 
+# class references variables) of the class with other documented classes.
+
+COLLABORATION_GRAPH    = YES
+
+# If the GROUP_GRAPHS and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graph for groups, showing the direct groups dependencies
+
+GROUP_GRAPHS           = YES
+
+# If the UML_LOOK tag is set to YES doxygen will generate inheritance and 
+# collaboration diagrams in a style similar to the OMG's Unified Modeling 
+# Language.
+
+UML_LOOK               = NO
+
+# If set to YES, the inheritance and collaboration graphs will show the 
+# relations between templates and their instances.
+
+TEMPLATE_RELATIONS     = NO
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDE_GRAPH, and HAVE_DOT 
+# tags are set to YES then doxygen will generate a graph for each documented 
+# file showing the direct and indirect include dependencies of the file with 
+# other documented files.
+
+INCLUDE_GRAPH          = YES
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDED_BY_GRAPH, and 
+# HAVE_DOT tags are set to YES then doxygen will generate a graph for each 
+# documented header file showing the documented files that directly or 
+# indirectly include this file.
+
+INCLUDED_BY_GRAPH      = YES
+
+# If the CALL_GRAPH and HAVE_DOT options are set to YES then 
+# doxygen will generate a call dependency graph for every global function 
+# or class method. Note that enabling this option will significantly increase 
+# the time of a run. So in most cases it will be better to enable call graphs 
+# for selected functions only using the \callgraph command.
+
+CALL_GRAPH             = NO
+
+# If the CALLER_GRAPH and HAVE_DOT tags are set to YES then 
+# doxygen will generate a caller dependency graph for every global function 
+# or class method. Note that enabling this option will significantly increase 
+# the time of a run. So in most cases it will be better to enable caller 
+# graphs for selected functions only using the \callergraph command.
+
+CALLER_GRAPH           = NO
+
+# If the GRAPHICAL_HIERARCHY and HAVE_DOT tags are set to YES then doxygen 
+# will generate a graphical hierarchy of all classes instead of a textual one.
+
+GRAPHICAL_HIERARCHY    = YES
+
+# If the DIRECTORY_GRAPH, SHOW_DIRECTORIES and HAVE_DOT tags are set to YES 
+# then doxygen will show the dependencies a directory has on other directories 
+# in a graphical way. The dependency relations are determined by the #include 
+# relations between the files in the directories.
+
+DIRECTORY_GRAPH        = YES
+
+# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images 
+# generated by dot. Possible values are svg, png, jpg, or gif. 
+# If left blank png will be used. If you choose svg you need to set 
+# HTML_FILE_EXTENSION to xhtml in order to make the SVG files 
+# visible in IE 9+ (other browsers do not have this requirement).
+
+DOT_IMAGE_FORMAT       = png
+
+# If DOT_IMAGE_FORMAT is set to svg, then this option can be set to YES to 
+# enable generation of interactive SVG images that allow zooming and panning. 
+# Note that this requires a modern browser other than Internet Explorer. 
+# Tested and working are Firefox, Chrome, Safari, and Opera. For IE 9+ you 
+# need to set HTML_FILE_EXTENSION to xhtml in order to make the SVG files 
+# visible. Older versions of IE do not have SVG support.
+
+INTERACTIVE_SVG        = NO
+
+# The tag DOT_PATH can be used to specify the path where the dot tool can be 
+# found. If left blank, it is assumed the dot tool can be found in the path.
+
+DOT_PATH               = 
+
+# The DOTFILE_DIRS tag can be used to specify one or more directories that 
+# contain dot files that are included in the documentation (see the 
+# \dotfile command).
+
+DOTFILE_DIRS           = 
+
+# The MSCFILE_DIRS tag can be used to specify one or more directories that 
+# contain msc files that are included in the documentation (see the 
+# \mscfile command).
+
+MSCFILE_DIRS           = 
+
+# The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of 
+# nodes that will be shown in the graph. If the number of nodes in a graph 
+# becomes larger than this value, doxygen will truncate the graph, which is 
+# visualized by representing a node as a red box. Note that doxygen if the 
+# number of direct children of the root node in a graph is already larger than 
+# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note 
+# that the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH.
+
+DOT_GRAPH_MAX_NODES    = 50
+
+# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the 
+# graphs generated by dot. A depth value of 3 means that only nodes reachable 
+# from the root by following a path via at most 3 edges will be shown. Nodes 
+# that lay further from the root node will be omitted. Note that setting this 
+# option to 1 or 2 may greatly reduce the computation time needed for large 
+# code bases. Also note that the size of a graph can be further restricted by 
+# DOT_GRAPH_MAX_NODES. Using a depth of 0 means no depth restriction.
+
+MAX_DOT_GRAPH_DEPTH    = 0
+
+# Set the DOT_TRANSPARENT tag to YES to generate images with a transparent 
+# background. This is disabled by default, because dot on Windows does not 
+# seem to support this out of the box. Warning: Depending on the platform used, 
+# enabling this option may lead to badly anti-aliased labels on the edges of 
+# a graph (i.e. they become hard to read).
+
+DOT_TRANSPARENT        = NO
+
+# Set the DOT_MULTI_TARGETS tag to YES allow dot to generate multiple output 
+# files in one run (i.e. multiple -o and -T options on the command line). This 
+# makes dot run faster, but since only newer versions of dot (>1.8.10) 
+# support this, this feature is disabled by default.
+
+DOT_MULTI_TARGETS      = NO
+
+# If the GENERATE_LEGEND tag is set to YES (the default) Doxygen will 
+# generate a legend page explaining the meaning of the various boxes and 
+# arrows in the dot generated graphs.
+
+GENERATE_LEGEND        = YES
+
+# If the DOT_CLEANUP tag is set to YES (the default) Doxygen will 
+# remove the intermediate dot files that are used to generate 
+# the various graphs.
+
+DOT_CLEANUP            = YES

+ 13 - 0
gameplay.sln

@@ -25,6 +25,13 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sample03-character", "gamep
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "gameplay-encoder", "gameplay-encoder\gameplay-encoder.vcxproj", "{9D69B743-4872-4DD1-8E30-0087C64298D7}"
 EndProject
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{D3CA8AE2-3ED6-458B-963A-EDA671E6F51C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sample04-sandbox", "gameplay-samples\sample04-sandbox\sample04-sandbox.vcxproj", "{FA260001-5B2E-41B7-86DD-C7F26DF3A485}"
+	ProjectSection(ProjectDependencies) = postProject
+		{1032BA4B-57EB-4348-9E03-29DD63E80E4A} = {1032BA4B-57EB-4348-9E03-29DD63E80E4A}
+	EndProjectSection
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -68,6 +75,12 @@ Global
 		{9D69B743-4872-4DD1-8E30-0087C64298D7}.DebugMem|Win32.Build.0 = Debug|Win32
 		{9D69B743-4872-4DD1-8E30-0087C64298D7}.Release|Win32.ActiveCfg = Release|Win32
 		{9D69B743-4872-4DD1-8E30-0087C64298D7}.Release|Win32.Build.0 = Release|Win32
+		{FA260001-5B2E-41B7-86DD-C7F26DF3A485}.Debug|Win32.ActiveCfg = Debug|Win32
+		{FA260001-5B2E-41B7-86DD-C7F26DF3A485}.Debug|Win32.Build.0 = Debug|Win32
+		{FA260001-5B2E-41B7-86DD-C7F26DF3A485}.DebugMem|Win32.ActiveCfg = DebugMem|Win32
+		{FA260001-5B2E-41B7-86DD-C7F26DF3A485}.DebugMem|Win32.Build.0 = DebugMem|Win32
+		{FA260001-5B2E-41B7-86DD-C7F26DF3A485}.Release|Win32.ActiveCfg = Release|Win32
+		{FA260001-5B2E-41B7-86DD-C7F26DF3A485}.Release|Win32.Build.0 = Release|Win32
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE

+ 24 - 8
gameplay/.cproject

@@ -19,7 +19,7 @@
 						<toolChain id="com.qnx.qcc.toolChain.staticLib.debug.1686166742" name="QNX QCC" superClass="com.qnx.qcc.toolChain">
 							<option id="com.qnx.qcc.option.cpu.545743487" name="Target CPU:" superClass="com.qnx.qcc.option.cpu" value="com.qnx.qcc.option.gen.cpu.armle-v7" valueType="enumerated"/>
 							<targetPlatform archList="all" binaryParser="com.qnx.tools.ide.qde.core.QDEBynaryParser" id="com.qnx.qcc.targetPlatform.158841187" osList="all" superClass="com.qnx.qcc.targetPlatform"/>
-							<builder buildPath="${workspace_loc:/gameplay/Device-Debug}" id="cdt.managedbuild.target.gnu.builder.base.2098111998" superClass="cdt.managedbuild.target.gnu.builder.base"/>
+							<builder buildPath="${workspace_loc:/gameplay/Device-Debug}" id="cdt.managedbuild.target.gnu.builder.base.2098111998" keepEnvironmentInBuildfile="false" name="Gnu Make Builder" superClass="cdt.managedbuild.target.gnu.builder.base"/>
 							<tool id="com.qnx.qcc.tool.compiler.96907942" name="QCC Compiler" superClass="com.qnx.qcc.tool.compiler">
 								<option id="com.qnx.qcc.option.compile.debug.1765481355" name="Debug (-g)" superClass="com.qnx.qcc.option.compile.debug" value="true" valueType="boolean"/>
 								<option id="com.qnx.qcc.option.compiler.security.311918799" name="Enhanced Security (-fstack-protector-all)" superClass="com.qnx.qcc.option.compiler.security" value="true" valueType="boolean"/>
@@ -27,6 +27,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.2133604142" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\oggvorbis\include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.997142816" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -70,7 +72,7 @@
 						<toolChain id="com.qnx.qcc.toolChain.staticLib.release.11990035" name="QNX QCC" superClass="com.qnx.qcc.toolChain">
 							<option id="com.qnx.qcc.option.cpu.33079389" name="Target CPU:" superClass="com.qnx.qcc.option.cpu" value="com.qnx.qcc.option.gen.cpu.armle-v7" valueType="enumerated"/>
 							<targetPlatform archList="all" binaryParser="com.qnx.tools.ide.qde.core.QDEBynaryParser" id="com.qnx.qcc.targetPlatform.1117051584" osList="all" superClass="com.qnx.qcc.targetPlatform"/>
-							<builder buildPath="${workspace_loc:/gameplay/Device-Release}" id="cdt.managedbuild.target.gnu.builder.base.1199322737" superClass="cdt.managedbuild.target.gnu.builder.base"/>
+							<builder buildPath="${workspace_loc:/gameplay/Device-Release}" id="cdt.managedbuild.target.gnu.builder.base.1199322737" keepEnvironmentInBuildfile="false" name="Gnu Make Builder" superClass="cdt.managedbuild.target.gnu.builder.base"/>
 							<tool id="com.qnx.qcc.tool.compiler.1345567866" name="QCC Compiler" superClass="com.qnx.qcc.tool.compiler">
 								<option id="com.qnx.qcc.option.compiler.optlevel.1056793982" name="Optimization Level" superClass="com.qnx.qcc.option.compiler.optlevel" value="com.qnx.qcc.option.compiler.optlevel.2" valueType="enumerated"/>
 								<option id="com.qnx.qcc.option.compiler.security.324540233" name="Enhanced Security (-fstack-protector-all)" superClass="com.qnx.qcc.option.compiler.security" value="true" valueType="boolean"/>
@@ -78,6 +80,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1670164593" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\oggvorbis\include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1380846613" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -119,7 +123,7 @@
 						<toolChain id="com.qnx.qcc.toolChain.staticLib.profile.1494216018" name="QNX QCC" superClass="com.qnx.qcc.toolChain">
 							<option id="com.qnx.qcc.option.cpu.1727548796" name="Target CPU:" superClass="com.qnx.qcc.option.cpu" value="com.qnx.qcc.option.gen.cpu.armle-v7" valueType="enumerated"/>
 							<targetPlatform archList="all" binaryParser="com.qnx.tools.ide.qde.core.QDEBynaryParser" id="com.qnx.qcc.targetPlatform.1288889025" osList="all" superClass="com.qnx.qcc.targetPlatform"/>
-							<builder buildPath="${workspace_loc:/gameplay/Device-Profile}" id="cdt.managedbuild.target.gnu.builder.base.831558871" superClass="cdt.managedbuild.target.gnu.builder.base"/>
+							<builder buildPath="${workspace_loc:/gameplay/Device-Profile}" id="cdt.managedbuild.target.gnu.builder.base.831558871" keepEnvironmentInBuildfile="false" name="Gnu Make Builder" superClass="cdt.managedbuild.target.gnu.builder.base"/>
 							<tool id="com.qnx.qcc.tool.compiler.1281156842" name="QCC Compiler" superClass="com.qnx.qcc.tool.compiler">
 								<option id="com.qnx.qcc.option.compile.debug.626405189" name="Debug (-g)" superClass="com.qnx.qcc.option.compile.debug" value="true" valueType="boolean"/>
 								<option id="com.qnx.qcc.option.compiler.profile2.1207899085" name="Build for Profiling (Function Instrumentation) (-finstrument-functions)" superClass="com.qnx.qcc.option.compiler.profile2" value="true" valueType="boolean"/>
@@ -128,6 +132,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1503059677" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\oggvorbis\include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.81809638" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -172,7 +178,7 @@
 						<toolChain id="com.qnx.qcc.toolChain.staticLib.coverage.1939228131" name="QNX QCC" superClass="com.qnx.qcc.toolChain">
 							<option id="com.qnx.qcc.option.cpu.832672244" name="Target CPU:" superClass="com.qnx.qcc.option.cpu" value="com.qnx.qcc.option.gen.cpu.armle-v7" valueType="enumerated"/>
 							<targetPlatform archList="all" binaryParser="com.qnx.tools.ide.qde.core.QDEBynaryParser" id="com.qnx.qcc.targetPlatform.987519072" osList="all" superClass="com.qnx.qcc.targetPlatform"/>
-							<builder buildPath="${workspace_loc:/gameplay/Device-Coverage}" id="cdt.managedbuild.target.gnu.builder.base.121802503" superClass="cdt.managedbuild.target.gnu.builder.base"/>
+							<builder buildPath="${workspace_loc:/gameplay/Device-Coverage}" id="cdt.managedbuild.target.gnu.builder.base.121802503" keepEnvironmentInBuildfile="false" name="Gnu Make Builder" superClass="cdt.managedbuild.target.gnu.builder.base"/>
 							<tool id="com.qnx.qcc.tool.compiler.306557636" name="QCC Compiler" superClass="com.qnx.qcc.tool.compiler">
 								<option id="com.qnx.qcc.option.compile.debug.168813234" name="Debug (-g)" superClass="com.qnx.qcc.option.compile.debug" value="true" valueType="boolean"/>
 								<option id="com.qnx.qcc.option.compiler.coverage.1032644527" name="Build for Code Coverage (-Wc,-ftest-coverage -Wc,-fprofile-arcs)" superClass="com.qnx.qcc.option.compiler.coverage" value="true" valueType="boolean"/>
@@ -181,6 +187,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1769677874" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\oggvorbis\include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.2007171407" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -224,7 +232,7 @@
 					<folderInfo id="com.qnx.qcc.configuration.staticLib.debug.559445444." name="/" resourcePath="">
 						<toolChain id="com.qnx.qcc.toolChain.staticLib.debug.1260117207" name="QNX QCC" superClass="com.qnx.qcc.toolChain">
 							<targetPlatform archList="all" binaryParser="com.qnx.tools.ide.qde.core.QDEBynaryParser" id="com.qnx.qcc.targetPlatform.795462400" osList="all" superClass="com.qnx.qcc.targetPlatform"/>
-							<builder buildPath="${workspace_loc:/gameplay/Simulator}" id="cdt.managedbuild.target.gnu.builder.base.10075032" superClass="cdt.managedbuild.target.gnu.builder.base"/>
+							<builder buildPath="${workspace_loc:/gameplay/Simulator}" id="cdt.managedbuild.target.gnu.builder.base.10075032" keepEnvironmentInBuildfile="false" name="Gnu Make Builder" superClass="cdt.managedbuild.target.gnu.builder.base"/>
 							<tool id="com.qnx.qcc.tool.compiler.1004416224" name="QCC Compiler" superClass="com.qnx.qcc.tool.compiler">
 								<option id="com.qnx.qcc.option.compile.debug.1122485646" name="Debug (-g)" superClass="com.qnx.qcc.option.compile.debug" value="true" valueType="boolean"/>
 								<option id="com.qnx.qcc.option.compiler.security.1671403331" name="Enhanced Security (-fstack-protector-all)" superClass="com.qnx.qcc.option.compiler.security" value="true" valueType="boolean"/>
@@ -232,6 +240,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.847642559" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\oggvorbis\include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1038720310" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -274,7 +284,7 @@
 					<folderInfo id="com.qnx.qcc.configuration.staticLib.profile.191203500." name="/" resourcePath="">
 						<toolChain id="com.qnx.qcc.toolChain.staticLib.profile.1691673400" name="QNX QCC" superClass="com.qnx.qcc.toolChain">
 							<targetPlatform archList="all" binaryParser="com.qnx.tools.ide.qde.core.QDEBynaryParser" id="com.qnx.qcc.targetPlatform.1730932164" osList="all" superClass="com.qnx.qcc.targetPlatform"/>
-							<builder buildPath="${workspace_loc:/gameplay/Simulator-Profile}" id="cdt.managedbuild.target.gnu.builder.base.854227640" superClass="cdt.managedbuild.target.gnu.builder.base"/>
+							<builder buildPath="${workspace_loc:/gameplay/Simulator-Profile}" id="cdt.managedbuild.target.gnu.builder.base.854227640" keepEnvironmentInBuildfile="false" name="Gnu Make Builder" superClass="cdt.managedbuild.target.gnu.builder.base"/>
 							<tool id="com.qnx.qcc.tool.compiler.417488704" name="QCC Compiler" superClass="com.qnx.qcc.tool.compiler">
 								<option id="com.qnx.qcc.option.compile.debug.1290366598" name="Debug (-g)" superClass="com.qnx.qcc.option.compile.debug" value="true" valueType="boolean"/>
 								<option id="com.qnx.qcc.option.compiler.profile2.216911941" name="Build for Profiling (Function Instrumentation) (-finstrument-functions)" superClass="com.qnx.qcc.option.compiler.profile2" value="true" valueType="boolean"/>
@@ -283,6 +293,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.513622172" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\oggvorbis\include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1961855927" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -326,7 +338,7 @@
 					<folderInfo id="com.qnx.qcc.configuration.staticLib.coverage.796584174." name="/" resourcePath="">
 						<toolChain id="com.qnx.qcc.toolChain.staticLib.coverage.349788538" name="QNX QCC" superClass="com.qnx.qcc.toolChain">
 							<targetPlatform archList="all" binaryParser="com.qnx.tools.ide.qde.core.QDEBynaryParser" id="com.qnx.qcc.targetPlatform.1819308065" osList="all" superClass="com.qnx.qcc.targetPlatform"/>
-							<builder buildPath="${workspace_loc:/gameplay/Simulator-Coverage}" id="cdt.managedbuild.target.gnu.builder.base.66192685" superClass="cdt.managedbuild.target.gnu.builder.base"/>
+							<builder buildPath="${workspace_loc:/gameplay/Simulator-Coverage}" id="cdt.managedbuild.target.gnu.builder.base.66192685" keepEnvironmentInBuildfile="false" name="Gnu Make Builder" superClass="cdt.managedbuild.target.gnu.builder.base"/>
 							<tool id="com.qnx.qcc.tool.compiler.563072865" name="QCC Compiler" superClass="com.qnx.qcc.tool.compiler">
 								<option id="com.qnx.qcc.option.compile.debug.1789973550" name="Debug (-g)" superClass="com.qnx.qcc.option.compile.debug" value="true" valueType="boolean"/>
 								<option id="com.qnx.qcc.option.compiler.coverage.1289221781" name="Build for Code Coverage (-Wc,-ftest-coverage -Wc,-fprofile-arcs)" superClass="com.qnx.qcc.option.compiler.coverage" value="true" valueType="boolean"/>
@@ -335,6 +347,8 @@
 									<listOptionValue builtIn="false" value="_FORTIFY_SOURCE=2"/>
 								</option>
 								<option id="com.qnx.qcc.option.compiler.includePath.1685994750" name="Include Directories (-I)" superClass="com.qnx.qcc.option.compiler.includePath" valueType="includePath">
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\bullet\include&quot;"/>
+									<listOptionValue builtIn="false" value="&quot;${workspace_loc:/${ProjName}}\..\external-deps\oggvorbis\include&quot;"/>
 									<listOptionValue builtIn="false" value="${QNX_TARGET}/../target-override/usr/include"/>
 								</option>
 								<inputType id="com.qnx.qcc.inputType.compiler.1658185881" superClass="com.qnx.qcc.inputType.compiler"/>
@@ -391,6 +405,8 @@
 			<autodiscovery enabled="true" problemReportingEnabled="true" selectedProfileId="com.qnx.tools.ide.qde.managedbuilder.core.qccScannerInfo"/>
 		</scannerConfigBuildInfo>
 	</storageModule>
-	<storageModule moduleId="refreshScope"/>
+	<storageModule moduleId="refreshScope" versionNumber="1">
+		<resource resourceType="PROJECT" workspacePath="/gameplay"/>
+	</storageModule>
 	<storageModule moduleId="com.qnx.tools.ide.qde.core.QNXProjectProperties"/>
 </cproject>

+ 29 - 4
gameplay/gameplay.vcxproj

@@ -50,6 +50,15 @@
     <ClCompile Include="src\Node.cpp" />
     <ClCompile Include="src\Package.cpp" />
     <ClCompile Include="src\ParticleEmitter.cpp" />
+    <ClCompile Include="src\PhysicsConstraint.cpp" />
+    <ClCompile Include="src\PhysicsController.cpp" />
+    <ClCompile Include="src\PhysicsFixedConstraint.cpp" />
+    <ClCompile Include="src\PhysicsGenericConstraint.cpp" />
+    <ClCompile Include="src\PhysicsHingeConstraint.cpp" />
+    <ClCompile Include="src\PhysicsMotionState.cpp" />
+    <ClCompile Include="src\PhysicsRigidBody.cpp" />
+    <ClCompile Include="src\PhysicsSocketConstraint.cpp" />
+    <ClCompile Include="src\PhysicsSpringConstraint.cpp" />
     <ClCompile Include="src\Plane.cpp" />
     <ClCompile Include="src\PlatformQNX.cpp" />
     <ClCompile Include="src\PlatformWin32.cpp" />
@@ -107,6 +116,15 @@
     <ClInclude Include="src\Node.h" />
     <ClInclude Include="src\Package.h" />
     <ClInclude Include="src\ParticleEmitter.h" />
+    <ClInclude Include="src\PhysicsConstraint.h" />
+    <ClInclude Include="src\PhysicsController.h" />
+    <ClInclude Include="src\PhysicsFixedConstraint.h" />
+    <ClInclude Include="src\PhysicsGenericConstraint.h" />
+    <ClInclude Include="src\PhysicsHingeConstraint.h" />
+    <ClInclude Include="src\PhysicsMotionState.h" />
+    <ClInclude Include="src\PhysicsRigidBody.h" />
+    <ClInclude Include="src\PhysicsSocketConstraint.h" />
+    <ClInclude Include="src\PhysicsSpringConstraint.h" />
     <ClInclude Include="src\Plane.h" />
     <ClInclude Include="src\Platform.h" />
     <ClInclude Include="src\Properties.h" />
@@ -159,6 +177,13 @@
     <None Include="src\Vector3.inl" />
     <None Include="src\Vector4.inl" />
   </ItemGroup>
+  <ItemGroup>
+    <None Include="src\PhysicsConstraint.inl" />
+    <None Include="src\PhysicsFixedConstraint.inl" />
+    <None Include="src\PhysicsGenericConstraint.inl" />
+    <None Include="src\PhysicsRigidBody.inl" />
+    <None Include="src\PhysicsSpringConstraint.inl" />
+  </ItemGroup>
   <PropertyGroup Label="Globals">
     <ProjectGuid>{1032BA4B-57EB-4348-9E03-29DD63E80E4A}</ProjectGuid>
     <Keyword>Win32Proj</Keyword>
@@ -219,7 +244,7 @@
       <WarningLevel>Level3</WarningLevel>
       <Optimization>Disabled</Optimization>
       <PreprocessorDefinitions>WIN32;_DEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
-      <AdditionalIncludeDirectories>..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\oggvorbis\include;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <RuntimeTypeInfo>
       </RuntimeTypeInfo>
     </ClCompile>
@@ -235,7 +260,7 @@
       <WarningLevel>Level3</WarningLevel>
       <Optimization>Disabled</Optimization>
       <PreprocessorDefinitions>WIN32;_DEBUG;_LIB;GAMEPLAY_MEM_LEAK_DETECTION;%(PreprocessorDefinitions)</PreprocessorDefinitions>
-      <AdditionalIncludeDirectories>..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\oggvorbis\include;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
       <RuntimeTypeInfo>true</RuntimeTypeInfo>
     </ClCompile>
     <Link>
@@ -256,7 +281,7 @@
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
       <PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
-      <AdditionalIncludeDirectories>..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\external-deps\bullet\include;..\external-deps\openal\include\AL;..\external-deps\alut\include\AL;..\external-deps\oggvorbis\include;..\external-deps\glew\include;..\external-deps\libpng\include;..\external-deps\zlib\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <SubSystem>Windows</SubSystem>
@@ -268,4 +293,4 @@
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   </ImportGroup>
-</Project>
+</Project>

+ 71 - 0
gameplay/gameplay.vcxproj.filters

@@ -177,6 +177,33 @@
     <ClCompile Include="src\DebugNew.cpp">
 		<Filter>src</Filter>
     </ClCompile>
+    <ClCompile Include="src\PhysicsController.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsRigidBody.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsConstraint.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsHingeConstraint.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsFixedConstraint.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsGenericConstraint.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsSocketConstraint.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsSpringConstraint.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
+    <ClCompile Include="src\PhysicsMotionState.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="src\Animation.h">
@@ -341,6 +368,33 @@
     <ClInclude Include="src\DebugNew.h">
       <Filter>src</Filter>
     </ClInclude>
+    <ClInclude Include="src\PhysicsController.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsMotionState.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsRigidBody.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsConstraint.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsSpringConstraint.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsFixedConstraint.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsGenericConstraint.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsHingeConstraint.h">
+      <Filter>src</Filter>
+    </ClInclude>
+    <ClInclude Include="src\PhysicsSocketConstraint.h">
+      <Filter>src</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <None Include="res\shaders\bumped-specular.vsh">
@@ -403,18 +457,32 @@
     <None Include="res\shaders\bumped-specular.fsh">
       <Filter>res\shaders</Filter>
     </None>
+  </ItemGroup>
+  <ItemGroup>
     <None Include="src\gameplay-main-macosx.mm">
       <Filter>src</Filter>
     </None>
+    <None Include="src\PhysicsFixedConstraint.inl">
+      <Filter>src</Filter>
+    </None>
     <None Include="src\BoundingBox.inl">
       <Filter>src</Filter>
     </None>
+    <None Include="src\PhysicsGenericConstraint.inl">
+      <Filter>src</Filter>
+    </None>
     <None Include="src\BoundingSphere.inl">
       <Filter>src</Filter>
     </None>
+    <None Include="src\PhysicsSpringConstraint.inl">
+      <Filter>src</Filter>
+    </None>
     <None Include="src\Matrix.inl">
       <Filter>src</Filter>
     </None>
+    <None Include="src\PhysicsRigidBody.inl">
+      <Filter>src</Filter>
+    </None>
     <None Include="src\Plane.inl">
       <Filter>src</Filter>
     </None>
@@ -433,5 +501,8 @@
     <None Include="src\Vector4.inl">
       <Filter>src</Filter>
     </None>
+    <None Include="src\PhysicsConstraint.inl">
+      <Filter>src</Filter>
+    </None>
   </ItemGroup>
 </Project>

+ 76 - 15
gameplay/src/AudioBuffer.cpp

@@ -9,6 +9,7 @@
 namespace gameplay
 {
 
+
 // Audio buffer cache
 static std::vector<AudioBuffer*> __buffers;
 
@@ -81,7 +82,7 @@ AudioBuffer* AudioBuffer::create(const char* path)
             goto cleanup;
         }
     }
-    else if(memcmp(header, "OGG", 3) == 0)
+    else if (memcmp(header, "OggS", 4) == 0)
     {
         if (!AudioBuffer::loadOgg(file, alBuffer))
         {
@@ -94,7 +95,6 @@ AudioBuffer* AudioBuffer::create(const char* path)
         LOG_ERROR_VARG("Unsupported audio file: %s", path);
     }
     
-    
     fclose(file);
 
     buffer = new AudioBuffer(path, alBuffer);
@@ -123,7 +123,7 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
         return false;
     
     // Check for a valid pcm format.
-    if(fread(stream, 1, 2, file) != 2 || stream[1] != 0 || stream[0] != 1)
+    if (fread(stream, 1, 2, file) != 2 || stream[1] != 0 || stream[0] != 1)
     {
         LOG_ERROR("Unsupported audio file, not PCM format.");
         return false;
@@ -140,6 +140,7 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
     ALuint frequency;
     if (fread(stream, 1, 4, file) != 4)
         return false;
+
     frequency  = stream[3]<<24;
     frequency |= stream[2]<<16;
     frequency |= stream[1]<<8;
@@ -158,21 +159,21 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
     bits  = stream[1]<<8;
     bits |= stream[0];
     
-    
+
     // Now convert the given channel count and bit depth into an OpenAL format. 
     ALuint format = 0;
-    if(bits == 8)
+    if (bits == 8)
     {
-        if(channels == 1)
+        if (channels == 1)
             format = AL_FORMAT_MONO8;
-        else if(channels == 2)
+        else if (channels == 2)
             format = AL_FORMAT_STEREO8;
     }
-    else if(bits == 16)
+    else if (bits == 16)
     {
-        if(channels == 1)
+        if (channels == 1)
             format = AL_FORMAT_MONO16;
-        else if(channels == 2)
+        else if (channels == 2)
             format = AL_FORMAT_STEREO16;
     }
     else
@@ -191,24 +192,84 @@ bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
     // Read how much data is remaining and buffer it up.
     unsigned int dataSize;
     fread(&dataSize, sizeof(int), 1, file);
-    unsigned char* data = new unsigned char[dataSize];
-    if (fread(data, sizeof(unsigned char), dataSize, file) != dataSize)
+
+    char* data = new char[dataSize];
+    if (fread(data, sizeof(char), dataSize, file) != dataSize)
     {
         LOG_ERROR("WAV file missing data.");
         SAFE_DELETE_ARRAY(data);
         return false;
     }
+
     alBufferData(buffer, format, data, dataSize, frequency);
     SAFE_DELETE_ARRAY(data);
     return true;
 }
     
-// TODO:
 bool AudioBuffer::loadOgg(FILE* file, ALuint buffer)
 {
-    LOG_ERROR("Ogg Vorbis not supported yet");
+    OggVorbis_File ogg_file;
+    vorbis_info* info;
+    ALenum format;
+    int result;
+    int section;
+    unsigned int size = 0;
+
+    rewind(file);
+
+    if ((result = ov_open(file, &ogg_file, NULL, 0)) < 0)
+    {
+        fclose(file);
+        LOG_ERROR("Could not open Ogg stream.");
+        return false;
+    }
+
+    info = ov_info(&ogg_file, -1);
+
+    if (info->channels == 1)
+        format = AL_FORMAT_MONO16;
+    else
+        format = AL_FORMAT_STEREO16;
+
+	// size = #samples * #channels * 2 (for 16 bit)
+    unsigned int data_size = ov_pcm_total(&ogg_file, -1) * info->channels * 2;
+    char* data = new char[data_size];
+
+    while (size < data_size)
+    {
+    	result = ov_read(&ogg_file, data + size, data_size - size, 0, 2, 1, &section);
+    	if (result > 0)
+    	{
+    		size += result;
+    	}
+    	else if (result < 0)
+    	{
+    		SAFE_DELETE_ARRAY(data);
+    		LOG_ERROR("OGG file missing data.");
+    		return false;
+    	}
+    	else
+    	{
+    		break;
+    	}
+    }
     
-    return false;
+    if (size == 0)
+    {
+    	SAFE_DELETE_ARRAY(data);
+    	LOG_ERROR("Unable to read OGG data.");
+    	return false;
+    }
+
+    alBufferData(buffer, format, data, data_size, info->rate);
+
+    SAFE_DELETE_ARRAY(data);
+    ov_clear(&ogg_file);
+
+    // ov_clear actually closes the file pointer as well
+    file = 0;
+
+    return true;
 }
 
 }

+ 27 - 0
gameplay/src/Base.h

@@ -63,6 +63,32 @@ extern void printError(const char* format, ...);
 #define WARN(x) printError(x)
 #define WARN_VARG(x, ...) printError(x, __VA_ARGS__)
 
+// Bullet Physics
+#include <btBulletDynamicsCommon.h>
+
+// Since Bullet overrides new, we have to allocate objects manually using its
+// aligned allocation function when we turn on memory leak detection in GamePlay.
+#ifdef GAMEPLAY_MEM_LEAK_DETECTION
+#define BULLET_NEW(type, name, ...) \
+    type* name = (type*)btAlignedAlloc(sizeof(type), 16); \
+    type __##name##_tmp (__VA_ARGS__); \
+    memcpy(name, &__##name##_tmp, sizeof(type))
+
+#define BULLET_DELETE(name) \
+    if (name) \
+    { \
+        btAlignedFree(name); \
+        name = NULL; \
+    }
+
+#else
+#define BULLET_NEW(type, name, ...) \
+    type* name = new type(__VA_ARGS__)
+
+#define BULLET_DELETE(name) SAFE_DELETE(name)
+#endif
+
+
 // Debug new for memory leak detection
 #ifdef GAMEPLAY_MEM_LEAK_DETECTION
 #include "DebugNew.h"
@@ -122,6 +148,7 @@ extern void printError(const char* format, ...);
 #include <OpenAL/al.h>
 #include <OpenAL/alc.h>
 #endif
+#include <vorbis/vorbisfile.h>
 
 // Screen/Window
 #define WINDOW_WIDTH        1024

+ 0 - 4
gameplay/src/DepthStencilTarget.cpp

@@ -1,7 +1,3 @@
-/**
- * DepthStencilTarget.cpp
- */
-
 #include "Base.h"
 #include "DepthStencilTarget.h"
 

+ 811 - 20
gameplay/src/Font.cpp

@@ -173,39 +173,431 @@ void Font::begin()
     _batch->begin();
 }
 
-void Font::drawText(const char* text, int x, int y, const Vector4& color)
+void Font::drawText(const char* text, int x, int y, const Vector4& color, float scale, bool rightToLeft)
 {
+    char* rightToLeftText = NULL;
+    if (rightToLeft)
+    {
+        rightToLeftText = new char[strlen(text) + 1];
+        strcpy(rightToLeftText, text);
+        reverseLines(rightToLeftText);
+    }
+
     const int length = strlen(text);
+    const int size = (int)_size * scale;
     int xPos = x, yPos = y;
     for (int i = 0; i < length; ++i)
     {
-        char c = text[i];
-        unsigned int index = c - 32; // HACK for ASCII
-        if (index >= 0 && index < _glyphCount)
+        char c = 0;
+        if (rightToLeft)
+        {
+            c = rightToLeftText[i];
+        }
+        else
         {
-            Glyph& g = _glyphs[index];
+            c = text[i];
+        }
 
-            // Draw this character.
-            switch (c)
+        // Draw this character.
+        switch (c)
+        {
+        case ' ':
+            xPos += size>>1;
+            break;
+        case '\r':
+        case '\n':
+            yPos += size;
+            xPos = x;
+            break;
+        case '\t':
+            xPos += (size>>1)*4;
+            break;
+        default:
+            unsigned int index = c - 32; // HACK for ASCII
+            if (index >= 0 && index < _glyphCount)
             {
-            case ' ':
-                xPos += _size>>1;
-                break;
-            case '\r':
-            case '\n':
-                yPos += _size;
-                xPos = x;
-                break;
-            case '\t':
-                xPos += (_size>>1)+4;
+                Glyph& g = _glyphs[index];
+                _batch->draw(xPos, yPos, g.width * scale, size, g.uvs[0], g.uvs[1], g.uvs[2], g.uvs[3], color);
+                xPos += g.width * scale + (size>>3);
                 break;
-            default:
-                _batch->draw(xPos, yPos, g.width, _size, g.uvs[0], g.uvs[1], g.uvs[2], g.uvs[3], color);
-                xPos += g.width + (_size>>3);
+            }
+        }
+    }
+
+    SAFE_DELETE(rightToLeftText);
+}
+
+void Font::drawText(const char* text, const Rectangle& area, const Vector4& color, float scale, Justify justify, bool wrap, bool rightToLeft)
+{
+    char* token = const_cast<char*>(text);
+    const int length = strlen(text);
+    const int fontSize = (int)(_size * scale);
+    int yPos = area.y;
+
+    Justify vAlign = static_cast<Justify>(justify & 0xF0);
+    if (vAlign == 0)
+    {
+        vAlign = ALIGN_TOP;
+    }
+
+    Justify hAlign = static_cast<Justify>(justify & 0x0F);
+    if (hAlign == 0)
+    {
+        hAlign = ALIGN_LEFT;
+    }
+
+    char* rightToLeftText = NULL;
+    if (rightToLeft)
+    {
+        rightToLeftText = new char[strlen(text) + 1];
+        strcpy(rightToLeftText, text);
+        token = rightToLeftText;
+    }
+    else
+    {
+        token = const_cast<char*>(text);
+    }
+
+    // For alignments other than top-left, need to calculate the y position to begin drawing from
+    // and the starting x position of each line.  For right-to-left text that wraps, need to insert
+    // newlines where lines wrap even for top-left alignment.
+    std::vector<int> xPositions;
+    if (vAlign != ALIGN_TOP || hAlign != ALIGN_LEFT || (rightToLeft && wrap))
+    {
+        int lineWidth = 0;
+        int delimWidth = 0;
+
+        if (wrap)
+        {
+            // Go a word at a time.
+            bool reachedEOF = false;
+            while (token[0] != 0)
+            {
+                unsigned int tokenWidth = 0;
+
+                // Handle delimiters until next token.
+                char delimiter = token[0];
+                while (delimiter == ' ' ||
+                       delimiter == '\t' ||
+                       delimiter == '\r' ||
+                       delimiter == '\n' ||
+                       delimiter == 0)
+                {
+                    switch (delimiter)
+                    {
+                        case ' ':
+                            delimWidth += fontSize>>1;
+                            break;
+                        case '\r':
+                        case '\n':
+                            yPos += fontSize;
+
+                            if (lineWidth > 0)
+                            {
+                                int hWhitespace = area.width - lineWidth;
+                                if (hAlign == ALIGN_HCENTER)
+                                {
+                                    xPositions.push_back(area.x + hWhitespace / 2);
+                                }
+                                else if (hAlign == ALIGN_RIGHT)
+                                {
+                                    xPositions.push_back(area.x + hWhitespace);
+                                }
+                            }
+
+                            lineWidth = 0;
+                            delimWidth = 0;
+                            break;
+                        case '\t':
+                            delimWidth += (fontSize>>1)*4;
+                            break;
+                        case 0:
+                            reachedEOF = true;
+                            break;
+                    }
+
+                    if (reachedEOF)
+                    {
+                        break;
+                    }
+
+                    token++;
+                    delimiter = token[0];
+                }
+
+                if (reachedEOF || token == NULL)
+                {
+                    break;
+                }
+
+                unsigned int tokenLength = strcspn(token, " \r\n\t");
+                tokenWidth += getTokenWidth(token, tokenLength, scale);
+
+                // Wrap if necessary.
+                if (lineWidth + tokenWidth + delimWidth > area.width)
+                {
+                    yPos += fontSize;
+
+                    // Push position of current line.
+                    int hWhitespace = area.width - lineWidth;
+
+                    if (hAlign == ALIGN_HCENTER)
+                    {
+                        xPositions.push_back(area.x + hWhitespace / 2);
+                    }
+                    else if (hAlign == ALIGN_RIGHT)
+                    {
+                        xPositions.push_back(area.x + hWhitespace);
+                    }
+
+                    if (rightToLeft)
+                    {
+                        // Is this sane?
+                        token[-1] = '\n';
+                    }
+
+                    // Move token to the next line.
+                    lineWidth = 0;
+                    delimWidth = 0;
+                }
+                else
+                {
+                    lineWidth += delimWidth;
+                    delimWidth = 0;
+                }
+
+                lineWidth += tokenWidth;
+                token += tokenLength;
+            }
+
+            // Final calculation of vertical position.
+            int textHeight = yPos - area.y;
+            int vWhiteSpace = area.height - textHeight;
+            if (vAlign == ALIGN_VCENTER)
+            {
+                yPos = area.y + vWhiteSpace / 2;
+            }
+            else if (vAlign == ALIGN_BOTTOM)
+            {
+                yPos = area.y + vWhiteSpace;
+            }
+
+            // Calculation of final horizontal position.
+            int hWhitespace = area.width - lineWidth;
+            if (hAlign == ALIGN_HCENTER)
+            {
+                xPositions.push_back(area.x + hWhitespace / 2);
+            }
+            else if (hAlign == ALIGN_RIGHT)
+            {
+                xPositions.push_back(area.x + hWhitespace);
+            }
+        }
+        else
+        {
+            // Go a line at a time.
+            while (token[0] != 0)
+            {
+                char delimiter = token[0];
+                while (delimiter == '\n')
+                {
+                    yPos += fontSize;
+                    ++token;
+                    delimiter = token[0];
+                }
+
+                unsigned int tokenLength = strcspn(token, "\n");
+                if (tokenLength == 0)
+                {
+                    tokenLength = strlen(token);
+                }
+
+                int lineWidth = getTokenWidth(token, tokenLength, scale);
+                int whitespace = area.width - lineWidth;
+                if (hAlign == ALIGN_HCENTER)
+                {
+                    xPositions.push_back(area.x + whitespace / 2);
+                }
+                else if (hAlign == ALIGN_RIGHT)
+                {
+                    xPositions.push_back(area.x + whitespace);
+                }
+
+                token += tokenLength;
+            }
+
+            int textHeight = yPos - area.y;
+            int vWhiteSpace = area.height - textHeight;
+            if (vAlign == ALIGN_VCENTER)
+            {
+                yPos = area.y + vWhiteSpace / 2;
+            }
+            else if (vAlign == ALIGN_BOTTOM)
+            {
+                yPos = area.y + vWhiteSpace;
+            }
+        }
+
+        if (vAlign == ALIGN_TOP)
+        {
+            yPos = area.y;
+        }
+    }
+
+    // Now we have the info we need in order to render.
+    int xPos = area.x;
+    std::vector<int>::const_iterator xPositionsIt = xPositions.begin();
+    if (xPositionsIt != xPositions.end())
+    {
+        xPos = *xPositionsIt++;
+    }
+
+    if (rightToLeft)
+    {
+        reverseLines(rightToLeftText);
+        token = rightToLeftText;
+    }
+    else
+    {
+        token = const_cast<char*>(text);
+    }
+
+    while (token[0] != 0)
+    {
+        // Handle delimiters until next token.
+        char delimiter = token[0];
+        bool nextLine = true;
+        bool reachedEOF = false;
+        while (delimiter == ' ' ||
+               delimiter == '\t' ||
+               delimiter == '\r' ||
+               delimiter == '\n' ||
+               delimiter == 0)
+        {
+            switch (delimiter)
+            {
+                case ' ':
+                    xPos += fontSize>>1;
+                    break;
+                case '\r':
+                case '\n':
+                    yPos += fontSize;
+
+                    // Only use next xPos for first newline character (in case of multiple consecutive newlines).
+                    if (nextLine)
+                    {
+                        if (xPositionsIt != xPositions.end())
+                        {
+                            xPos = *xPositionsIt++;
+                        }
+                        else
+                        {
+                            xPos = area.x;
+                        }
+                        nextLine = false;
+                    }
+                    break;
+                case '\t':
+                    xPos += (fontSize>>1)*4;
+                    break;
+                case 0:
+                    reachedEOF = true;
+                    break;
+            }
+
+            if (reachedEOF)
+            {
                 break;
             }
+
+            token++;
+            delimiter = token[0];
+        }
+
+        if (reachedEOF || token == NULL)
+        {
+            break;
+        }
+
+        unsigned int tokenLength = strcspn(token, " \r\n\t");
+        delimiter = token[tokenLength];
+        bool truncated = false;
+        unsigned int tokenWidth = getTokenWidth(token, tokenLength, scale);
+
+        // Wrap if necessary.
+        if (wrap &&
+            xPos + tokenWidth > area.x + area.width)
+        {
+            yPos += fontSize;
+
+            if (xPositionsIt != xPositions.end())
+            {
+                xPos = *xPositionsIt++;
+            }
+            else
+            {
+                xPos = area.x;
+            }
+        }
+
+        bool draw = true;
+        if (yPos < area.y)
+        {
+            // Skip drawing until linebreak or wrap.
+            draw = false;
+        }
+        else if (yPos > area.y + area.height)
+        {
+            // Truncate below area's vertical limit.
+            break;
+        }
+
+        for (unsigned int i = 0; i < tokenLength; ++i)
+        {
+            char c = token[i];
+            unsigned int glyphIndex = c - 32; // HACK for ASCII
+        
+            if (glyphIndex >= 0 && glyphIndex < _glyphCount)
+            {
+                Glyph& g = _glyphs[glyphIndex];
+
+                if (xPos + (int)(g.width*scale) >= area.x + area.width)
+                {
+                    // Truncate this line and go on to the next one.
+                    truncated = true;
+                    break;
+                }
+                else if (xPos >= area.x)
+                {
+                    // Draw this character.
+                    if (draw)
+                    {
+                        _batch->draw(xPos, yPos, g.width * scale, fontSize, g.uvs[0], g.uvs[1], g.uvs[2], g.uvs[3], color);
+                    }
+                }
+                xPos += g.width*scale + (fontSize>>3);
+            }
+        }
+
+        if (!truncated)
+        {
+            // Get next token.
+            token += tokenLength;
+        }
+        else
+        {
+            // Skip the rest of this line.
+            unsigned int tokenLength = strcspn(token, "\n");
+
+            if (tokenLength > 0)
+            {                
+                // Get first token of next line.
+                token += tokenLength;
+            }
         }
     }
+
+    SAFE_DELETE(rightToLeftText);
 }
 
 void Font::end()
@@ -213,4 +605,403 @@ void Font::end()
     _batch->end();
 }
 
+void Font::measureText(const char* text, unsigned int* width, unsigned int* height, float scale)
+{
+    const int length = strlen(text);
+    char* token = const_cast<char*>(text);
+    unsigned int fontSize = _size * scale;
+
+    *width = 0;
+    *height = 0;
+
+    // Measure a line at a time.
+    while (token[0] != 0)
+    {
+        while (token[0] == '\n')
+        {
+            *height += fontSize;
+            ++token;
+        }
+
+        unsigned int tokenLength = strcspn(token, "\n");
+        unsigned int tokenWidth = getTokenWidth(token, tokenLength, scale);
+        if (tokenWidth > *width)
+        {
+            *width = tokenWidth;
+        }
+
+        token += tokenLength;
+    }
+}
+
+void Font::measureText(const char* text, Rectangle* out, const Rectangle& viewport, float scale, Justify justify, bool wrap, bool clipped)
+{
+    Justify vAlign = static_cast<Justify>(justify & 0xF0);
+    if (vAlign == 0)
+    {
+        vAlign = ALIGN_TOP;
+    }
+
+    Justify hAlign = static_cast<Justify>(justify & 0x0F);
+    if (hAlign == 0)
+    {
+        hAlign = ALIGN_LEFT;
+    }
+
+    int fontSize = (int)(_size * scale);
+    char* token = const_cast<char*>(text);
+    std::vector<bool> emptyLines;
+    std::vector<Vector2> lines;
+
+    unsigned int lineWidth = 0;
+    int yPos = viewport.y;
+
+    if (wrap)
+    {
+        unsigned int delimWidth = 0;
+        bool reachedEOF = false;
+        while (token[0] != 0)
+        {
+            // Handle delimiters until next token.
+            char delimiter = token[0];
+            while (delimiter == ' ' ||
+                    delimiter == '\t' ||
+                    delimiter == '\r' ||
+                    delimiter == '\n' ||
+                    delimiter == 0)
+            {
+                switch (delimiter)
+                {
+                    case ' ':
+                        delimWidth += fontSize>>1;
+                        break;
+                    case '\r':
+                    case '\n':
+                        // Add line-height to vertical cursor.
+                        yPos += fontSize;
+
+                        if (lineWidth > 0)
+                        {
+                            // Determine horizontal position and width.
+                            int hWhitespace = viewport.width - lineWidth;
+                            int xPos = viewport.x;
+                            if (hAlign == ALIGN_HCENTER)
+                            {
+                                xPos += hWhitespace / 2;
+                            }
+                            else if (hAlign == ALIGN_RIGHT)
+                            {
+                                xPos += hWhitespace;
+                            }
+
+                            // Record this line's size.
+                            emptyLines.push_back(false);
+                            lines.push_back(Vector2(xPos, lineWidth));
+                        }
+                        else
+                        {
+                            // Record the existence of an empty line.
+                            emptyLines.push_back(true);
+                            lines.push_back(Vector2(FLT_MAX, 0));
+                        }
+
+                        lineWidth = 0;
+                        delimWidth = 0;
+                        break;
+                    case '\t':
+                        delimWidth += (fontSize>>1)*4;
+                        break;
+                    case 0:
+                        reachedEOF = true;
+                        break;
+                }
+
+                if (reachedEOF)
+                {
+                    break;
+                }
+
+                token++;
+                delimiter = token[0];
+            }
+
+            if (reachedEOF)
+            {
+                break;
+            }
+
+            // Measure the next token.
+            unsigned int tokenLength = strcspn(token, " \r\n\t");
+            unsigned int tokenWidth = getTokenWidth(token, tokenLength, scale);
+
+            // Wrap if necessary.
+            if (lineWidth + tokenWidth + delimWidth > viewport.width)
+            {
+                // Add line-height to vertical cursor.
+                yPos += fontSize;
+
+                // Determine horizontal position and width.
+                int hWhitespace = viewport.width - lineWidth;
+                int xPos = viewport.x;
+                if (hAlign == ALIGN_HCENTER)
+                {
+                    xPos += hWhitespace / 2;
+                }
+                else if (hAlign == ALIGN_RIGHT)
+                {
+                    xPos += hWhitespace;
+                }
+
+                // Record this line's size.
+                emptyLines.push_back(false);
+                lines.push_back(Vector2(xPos, lineWidth));
+                lineWidth = 0;
+            }
+            else
+            {
+                lineWidth += delimWidth;
+            }
+
+            delimWidth = 0;
+            lineWidth += tokenWidth;
+            token += tokenLength;
+        }
+    }
+    else
+    {
+        // Measure a whole line at a time.
+        int emptyLinesCount = 0;
+        while (token[0] != 0)
+        {
+            // Handle any number of consecutive newlines.
+            bool nextLine = true;
+            while (token[0] == '\n')
+            {
+                if (nextLine)
+                {
+                    // Add line-height to vertical cursor.
+                    yPos += fontSize * (emptyLinesCount+1);
+                    nextLine = false;
+                    emptyLinesCount = 0;
+                    emptyLines.push_back(false);
+                }
+                else
+                {
+                    // Record the existence of an empty line.
+                    ++emptyLinesCount;
+                    emptyLines.push_back(true);
+                    lines.push_back(Vector2(FLT_MAX, 0));
+                }
+                
+                token++;
+            }
+
+            // Measure the next line.
+            unsigned int tokenLength = strcspn(token, "\n");
+            lineWidth = getTokenWidth(token, tokenLength, scale);
+            
+            // Determine horizontal position and width.
+            int xPos = viewport.x;
+            int hWhitespace = viewport.width - lineWidth;
+            if (hAlign == ALIGN_HCENTER)
+            {
+                xPos += hWhitespace / 2;
+            }
+            else if (hAlign == ALIGN_RIGHT)
+            {
+                xPos += hWhitespace;
+            }
+
+            // Record this line's size.
+            lines.push_back(Vector2(xPos, lineWidth));
+
+            token += tokenLength;
+        }
+
+        yPos += fontSize;
+    }
+
+    if (wrap)
+    {
+        // Record the size of the last line.
+        int hWhitespace = viewport.width - lineWidth;
+        int xPos = viewport.x;
+        if (hAlign == ALIGN_HCENTER)
+        {
+            xPos += hWhitespace / 2;
+        }
+        else if (hAlign == ALIGN_RIGHT)
+        {
+            xPos += hWhitespace;
+        }
+
+        lines.push_back(Vector2(xPos, lineWidth));
+    }
+
+    int x = INT_MAX;
+    int y = viewport.y;
+    unsigned int width = 0;
+    int height = yPos - viewport.y;
+
+    // Calculate top of text without clipping.
+    int vWhitespace = viewport.height - height;
+    if (vAlign == ALIGN_VCENTER)
+    {
+        y += vWhitespace / 2;
+    }
+    else if (vAlign == ALIGN_BOTTOM)
+    {
+        y += vWhitespace;
+    }
+
+    int clippedTop = 0;
+    int clippedBottom = 0;
+    if (clipped)
+    {
+        // Trim rect to fit text that would actually be drawn within the given viewport.
+        if (y >= viewport.y)
+        {
+            // Text goes off the bottom of the viewport.
+            clippedBottom = (height - viewport.height) / fontSize + 1;
+            if (clippedBottom > 0)
+            {
+                // Also need to crop empty lines above non-empty lines that have been clipped.
+                unsigned int emptyIndex = emptyLines.size() - clippedBottom;
+                while (emptyIndex < emptyLines.size() && emptyLines[emptyIndex] == true)
+                {
+                    height -= fontSize;
+                    emptyIndex++;
+                }
+
+                height -= fontSize * clippedBottom;
+            }
+            else
+            {
+                clippedBottom = 0;
+            }
+        }
+        else
+        {
+            // Text goes above the top of the viewport.
+            clippedTop = (viewport.y - y) / fontSize + 1;
+            if (clippedTop < 0)
+            {
+                clippedTop = 0;
+            }
+
+            // Also need to crop empty lines below non-empty lines that have been clipped.
+            unsigned int emptyIndex = clippedTop;
+            while (emptyIndex < emptyLines.size() && emptyLines[emptyIndex] == true)
+            {
+                y += fontSize;
+                height -= fontSize;
+                emptyIndex++;
+            }
+
+            if (vAlign == ALIGN_VCENTER)
+            {
+                // In this case lines may be clipped off the bottom as well.
+                clippedBottom = (height - viewport.height + vWhitespace/2 + 0.01) / fontSize + 1;
+                if (clippedBottom > 0)
+                {
+                    emptyIndex = emptyLines.size() - clippedBottom;
+                    while (emptyIndex < emptyLines.size() && emptyLines[emptyIndex] == true)
+                    {
+                        height -= fontSize;
+                        emptyIndex++;
+                    }
+
+                    height -= fontSize * clippedBottom;
+                }
+                else
+                {
+                    clippedBottom = 0;
+                }
+            }
+
+            y = y + fontSize * clippedTop;
+            height = height - fontSize * clippedTop;
+        }
+    }
+
+    // Determine left-most x coordinate and largest width out of lines that have not been clipped.
+    for (unsigned int i = clippedTop; i < lines.size() - clippedBottom; ++i)
+    {
+        if (lines[i].x < x)
+        {
+            x = lines[i].x;
+        }
+        if (lines[i].y > width)
+        {
+            width = lines[i].y;
+        }
+    }
+
+    if (clipped)
+    {
+        // Guarantee that the output rect will fit within the viewport.
+        out->x = (x >= viewport.x)? x : viewport.x;
+        out->y = (y >= viewport.y)? y : viewport.y;
+        out->width = (width <= viewport.width)? width : viewport.width;
+        out->height = (height <= viewport.height)? height : viewport.height;
+    }
+    else
+    {
+        out->x = x;
+        out->y = y;
+        out->width = width;
+        out->height = height;
+    }
+}
+
+unsigned int Font::getTokenWidth(const char* token, unsigned int length, float scale)
+{
+    // Calculate width of word or line.
+    unsigned int tokenWidth = 0;
+    const int size = (int)(_size * scale);
+    for (unsigned int i = 0; i < length; ++i)
+    {
+        char c = token[i];
+        switch (c)
+        {
+        case ' ':
+            tokenWidth += size>>1;
+            break;
+        case '\t':
+            tokenWidth += (size>>1)*4;
+            break;
+        default:
+            unsigned int glyphIndex = c - 32;
+            if (glyphIndex >= 0 && glyphIndex < _glyphCount)
+            {
+                Glyph& g = _glyphs[glyphIndex];
+                tokenWidth += g.width * scale + (size>>3);
+            }
+            break;
+        }
+    }
+
+    return tokenWidth;
+}
+
+void Font::reverseLines(char* text)
+{
+    // Naive approach: reverse each line, then render left-to-right as usual.
+    while (text[0] != 0)
+    {
+        while (text[0] == '\n')
+        {
+            ++text;
+        }
+
+        unsigned int textLength = strcspn(text, "\n");
+
+        std::string line = std::string(text, textLength);
+        std::string reversedLine = std::string(line.rbegin(), line.rend());
+        memcpy(text, reversedLine.c_str(), textLength);
+
+        text += textLength;
+    }
+}
+
 }

+ 73 - 2
gameplay/src/Font.h

@@ -30,6 +30,33 @@ public:
         BOLD_ITALIC = 4
     };
 
+    /**
+     * Defines the set of allowable alignments when drawing text.
+     */
+    enum Justify
+    {
+        // Specify horizontal alignment, use default vertical alignment (ALIGN_TOP).
+        ALIGN_LEFT = 0x01,
+        ALIGN_HCENTER = 0x02,
+        ALIGN_RIGHT = 0x04,
+    
+        // Specify vertical alignment, use default horizontal alignment (ALIGN_LEFT).
+        ALIGN_TOP = 0x10,
+        ALIGN_VCENTER = 0x20,
+        ALIGN_BOTTOM = 0x40,
+
+        // Specify both vertical and horizontal alignment.
+        ALIGN_TOP_LEFT = ALIGN_TOP | ALIGN_LEFT,
+        ALIGN_VCENTER_LEFT = ALIGN_VCENTER | ALIGN_LEFT,
+        ALIGN_BOTTOM_LEFT = ALIGN_BOTTOM | ALIGN_LEFT,
+        ALIGN_TOP_HCENTER = ALIGN_TOP | ALIGN_HCENTER,
+        ALIGN_VCENTER_HCENTER = ALIGN_VCENTER | ALIGN_HCENTER,
+        ALIGN_BOTTOM_HCENTER = ALIGN_BOTTOM | ALIGN_HCENTER,
+        ALIGN_TOP_RIGHT = ALIGN_TOP | ALIGN_RIGHT,
+        ALIGN_VCENTER_RIGHT = ALIGN_VCENTER | ALIGN_RIGHT,
+        ALIGN_BOTTOM_RIGHT = ALIGN_BOTTOM | ALIGN_RIGHT
+    };
+
     /**
      * Defines a font glyph within the texture map for a font.
      */
@@ -92,20 +119,60 @@ public:
     void begin();
 
     /**
-     * Draws the specified text.
+     * Draws the specified text in a solid color, with a scaling factor.
      *
      * @param text The text to draw.
      * @param x The viewport x position to draw text at.
      * @param y The viewport y position to draw text at.
      * @param color The color of text.
+     * @param scale The scaling factor.
+     */
+    void drawText(const char* text, int x, int y, const Vector4& color, float scale = 1.0f, bool rightToLeft = false);
+
+    /**
+     * Draws the specified text within a rectangular area, with a specified alignment and scale.
+     * Clips text outside the viewport.  Optionally wraps text to fit within the width of the viewport.
+     *
+     * @param text The text to draw.
+     * @param viewport The viewport area to draw within.  Text starts from the top-left of this rectangle.
+     * @param color The color of text.
+     * @param scale The text's scaling factor.
+     * @param justify Justification of text within the viewport.
+     * @param wrap Wraps text to fit within the width of the viewport if true.
      */
-    void drawText(const char* text, int x, int y, const Vector4& color);
+    void drawText(const char* text, const Rectangle& viewport, const Vector4& color, float scale = 1.0f,
+                  Justify justify = ALIGN_TOP_LEFT, bool wrap = true, bool rightToLeft = false);
 
     /**
      * Ends text drawing for this font.
      */
     void end();
 
+    /**
+     * Measures a string's width and height without alignment, wrapping or clipping.
+     *
+     * @param text The text to measure.
+     * @param width Destination for the text's width.
+     * @param height Destination for the text's height.
+     */
+    void measureText(const char* text, unsigned int* width, unsigned int* height, float scale = 1.0f);
+
+    /**
+     * Measures a string's bounding box after alignment, wrapping and clipping within a viewport.
+     *
+     * @param text The text to measure.
+     * @param out Destination rectangle to store the bounds in.
+     * @param viewport The viewport area to align, wrap and clip text within while measuring.
+     * @param scale The scaling factor to apply.
+     * @param justify Justification of text within the viewport.
+     * @param wrap Whether to measure text with wrapping applied.
+     * @param clipped Whether to clip 'out' to the viewport.  Set true for the bounds of what would actually be drawn
+     *                within the given viewport; false for bounds that are guaranteed to fit the entire string of text.
+     */
+    void measureText(const char* text, Rectangle* out, const Rectangle& viewport,
+                     float scale = 1.0f, Justify justify = ALIGN_TOP_LEFT, bool wrap = true, bool clipped = true);
+
+
 private:
 
     /**
@@ -123,6 +190,10 @@ private:
      */
     ~Font();
 
+    // Utilities
+    unsigned int getTokenWidth(const char* token, unsigned int length, float scale);
+    void reverseLines(char* text);
+
     std::string _path;
     std::string _id;
     std::string _family;

+ 18 - 5
gameplay/src/Game.cpp

@@ -107,6 +107,9 @@ bool Game::startup()
     _audioController = new AudioController();
     _audioController->initialize();
 
+    _physicsController = new PhysicsController();
+    _physicsController->initialize();
+
     // Call user initialization.
     initialize();
     _state = RUNNING;
@@ -122,12 +125,13 @@ void Game::shutdown()
         finalize();
 
         _animationController->finalize();
-        delete _animationController;
-        _animationController = NULL;
+        SAFE_DELETE(_animationController);
 
         _audioController->finalize();
-        delete _audioController;
-        _audioController = NULL;
+        SAFE_DELETE(_audioController);
+
+        _physicsController->finalize();
+        SAFE_DELETE(_physicsController);
 
         RenderState::finalize();
     }
@@ -143,6 +147,7 @@ void Game::pause()
         _pausedTimeLast = Platform::getAbsoluteTime();
         _animationController->pause();
         _audioController->pause();
+        _physicsController->pause();
     }
 }
 
@@ -154,6 +159,7 @@ void Game::resume()
         _pausedTimeTotal += Platform::getAbsoluteTime() - _pausedTimeLast;
         _animationController->resume();
         _audioController->resume();
+        _physicsController->resume();
     }
 }
 
@@ -173,8 +179,10 @@ void Game::frame()
     long elapsedTime = (frameTime - lastFrameTime);
     lastFrameTime = frameTime;
 
-    // Update the schedule and running animations.
+    // Update the scheduled and running animations.
     _animationController->update(elapsedTime);
+    // Update the physics.
+    _physicsController->update(elapsedTime);
     // Application Update.
     update(elapsedTime);
 
@@ -251,6 +259,11 @@ const AudioController* Game::getAudioController() const
     return _audioController;
 }
 
+PhysicsController* Game::getPhysicsController()
+{
+    return _physicsController;
+}
+
 void Game::menu()
 {
 }

+ 10 - 0
gameplay/src/Game.h

@@ -8,6 +8,7 @@
 #include "Input.h"
 #include "AudioController.h"
 #include "AnimationController.h"
+#include "PhysicsController.h"
 #include "Vector4.h"
 
 namespace gameplay
@@ -174,6 +175,14 @@ public:
      */
     AnimationController* getAnimationController();
 
+    /**
+     * Gets the physics controller for managing control of physics
+     * associated with the game.
+     * 
+     * @return The physics controller for this game.
+     */
+    PhysicsController* getPhysicsController();
+
     /**
      * Menu callback on menu events.
      */
@@ -277,6 +286,7 @@ private:
     int _clearStencil;                          // The clear stencil value last used for clearing the stencil buffer.
     AnimationController* _animationController;  // Controls the scheduling and running of animations.
     AudioController* _audioController;          // Controls audio sources that are playing in the game.
+    PhysicsController* _physicsController;      // Controls the simulation of a physics scene and entities.
 };
 
 }

+ 4 - 4
gameplay/src/Input.h

@@ -66,10 +66,10 @@ public:
         KEY_DELETE,
         KEY_END,
         KEY_PG_DOWN,
-        KEY_LEFT,
-        KEY_RIGHT,
-        KEY_UP,
-        KEY_DOWN,
+        KEY_LEFT_ARROW,
+        KEY_RIGHT_ARROW,
+        KEY_UP_ARROW,
+        KEY_DOWN_ARROW,
         KEY_NUM_LOCK,
         KEY_KP_PLUS,
         KEY_KP_MINUS,

+ 25 - 6
gameplay/src/Joint.cpp

@@ -9,7 +9,7 @@ namespace gameplay
 {
 
 Joint::Joint(const char* id)
-    : Node(id), _jointMatrixDirty(true)
+    : Node(id), _jointMatrixDirty(true), _skin(NULL)
 {
 }
 
@@ -43,12 +43,8 @@ void Joint::updateJointMatrix(const Matrix& bindShape, Vector4* matrixPalette)
     {
         _jointMatrixDirty = false;
 
-        float r = (float)rand( ) / (float)RAND_MAX;
-        Matrix w = getWorldMatrix();
-        w.translate(r, r, r);
-
         Matrix t;
-        Matrix::multiply(getWorldMatrix(), getInverseBindPose(), &t);
+        Matrix::multiply(getJointMatrix(), getInverseBindPose(), &t);
         Matrix::multiply(t, bindShape, &t);
 
         matrixPalette[0].set(t.m[0], t.m[4], t.m[8], t.m[12]);
@@ -68,4 +64,27 @@ void Joint::setInverseBindPose(const Matrix& m)
     _jointMatrixDirty = true;
 }
 
+const Matrix& Joint::getWorldMatrix() const
+{
+    // If this is the root joint, then we 
+    // also apply the transform of the model
+    // that the skin is attached to to get the
+    // actual world matrix.
+    if (_parent == NULL && _skin != NULL)
+    {
+        Matrix::multiply(_skin->_model->getNode()->getWorldMatrix(), Node::getWorldMatrix(), &_jointWorld);
+    }
+    else
+    {
+        memcpy((void*)_jointWorld.m, Node::getWorldMatrix().m, sizeof(float) * 16);
+    }
+
+    return _jointWorld;
+}
+
+const Matrix& Joint::getJointMatrix() const
+{
+    return Node::getWorldMatrix();
+}
+
 }

+ 16 - 0
gameplay/src/Joint.h

@@ -35,6 +35,20 @@ public:
      */
     const Matrix& getInverseBindPose() const;
 
+    /**
+     * Gets the world matrix corresponding to this node.
+     *
+     * @return The world matrix of this node.
+     */
+    const Matrix& getWorldMatrix() const;
+
+    /**
+     * Gets the matrix corresponding to this joint.
+     *
+     * @return The matrix of this joint.
+     */
+    const Matrix& getJointMatrix() const;
+
 protected:
 
     /**
@@ -69,6 +83,8 @@ protected:
 
     Matrix _bindPose;
     bool _jointMatrixDirty;
+    MeshSkin* _skin;
+    mutable Matrix _jointWorld;
 };
 
 }

+ 4 - 4
gameplay/src/Material.cpp

@@ -24,7 +24,7 @@ Material::Material(const Material& m)
 
 Material::~Material()
 {
-	// Destroy all the techniques.
+    // Destroy all the techniques.
     for (unsigned int i = 0, count = _techniques.size(); i < count; ++i)
     {
         Technique* technique = _techniques[i];
@@ -59,7 +59,7 @@ Material* Material::create(const char* materialPath)
     // Create new material from the file passed in.
     Material* material = new Material();
 
-	// Go through all the material properties and create techniques under this material.
+    // Go through all the material properties and create techniques under this material.
     Properties* techniqueProperties = NULL;
     while ((techniqueProperties = materialProperties->getNextNamespace()))
     {
@@ -195,7 +195,7 @@ bool Material::loadTechnique(Material* material, Properties* techniqueProperties
     // Create a new technique
     Technique* technique = new Technique(techniqueProperties->getId(), material);
 
-	// Go through all the properties and create passes under this technique.
+    // Go through all the properties and create passes under this technique.
     techniqueProperties->rewind();
     Properties* passProperties = NULL;
     while ((passProperties = techniqueProperties->getNextNamespace()))
@@ -203,7 +203,7 @@ bool Material::loadTechnique(Material* material, Properties* techniqueProperties
         if (strcmp(passProperties->getNamespace(), "pass") == 0)
         {
             // Create and load passes.
-		    if (!loadPass(technique, passProperties))
+            if (!loadPass(technique, passProperties))
             {
                 SAFE_RELEASE(technique);
                 return false;

+ 1 - 1
gameplay/src/MaterialParameter.h

@@ -37,7 +37,7 @@ class MaterialParameter : public AnimationTarget
 
 public:
 
-     /**
+    /**
      * Animates the uniform.
      */
     static const int ANIMATE_UNIFORM = 1;

+ 5 - 5
gameplay/src/Matrix.h

@@ -235,7 +235,7 @@ public:
 //     * @param plane The Plane about which to create a reflection.
 //     * @param dst A matrix to store the result in.
 //     */
-//    static void createRefelction(const Plane& plane, Matrix* dst);
+//    static void createReflection(const Plane& plane, Matrix* dst);
 
     /**
      * Creates a scale matrix.
@@ -835,7 +835,7 @@ public:
      * @param m The matrix to add.
      * @return The matrix sum.
      */
-    inline Matrix operator+(const Matrix& m);
+    inline Matrix operator+(const Matrix& m) const;
     
     /**
      * Adds the given matrix to this matrix.
@@ -853,7 +853,7 @@ public:
      * @param m The matrix to add.
      * @return The matrix sum.
      */
-    inline Matrix operator-(const Matrix& m);
+    inline Matrix operator-(const Matrix& m) const;
 
     /**
      * Subtracts the given matrix from this matrix.
@@ -870,7 +870,7 @@ public:
      * 
      * @return The negation of this matrix.
      */
-    inline Matrix operator-();
+    inline Matrix operator-() const;
 
     /**
      * Calculates the matrix product of this matrix with the given matrix.
@@ -880,7 +880,7 @@ public:
      * @param m The matrix to multiply by.
      * @return The matrix product.
      */
-    inline Matrix operator*(const Matrix& m);
+    inline Matrix operator*(const Matrix& m) const;
 
     /**
      * Right-multiplies this matrix by the given matrix.

+ 4 - 4
gameplay/src/Matrix.inl

@@ -7,7 +7,7 @@
 namespace gameplay
 {
 
-inline Matrix Matrix::operator+(const Matrix& m)
+inline Matrix Matrix::operator+(const Matrix& m) const
 {
     Matrix result(*this);
     result.add(m);
@@ -20,7 +20,7 @@ inline Matrix& Matrix::operator+=(const Matrix& m)
     return *this;
 }
 
-inline Matrix Matrix::operator-(const Matrix& m)
+inline Matrix Matrix::operator-(const Matrix& m) const
 {
     Matrix result(*this);
     result.subtract(m);
@@ -33,14 +33,14 @@ inline Matrix& Matrix::operator-=(const Matrix& m)
     return *this;
 }
 
-inline Matrix Matrix::operator-()
+inline Matrix Matrix::operator-() const
 {
     Matrix m(*this);
     m.negate();
     return m;
 }
 
-inline Matrix Matrix::operator*(const Matrix& m)
+inline Matrix Matrix::operator*(const Matrix& m) const
 {
     Matrix result(*this);
     result.multiply(m);

+ 2 - 1
gameplay/src/MeshSkin.cpp

@@ -12,7 +12,7 @@
 namespace gameplay
 {
 
-MeshSkin::MeshSkin() : _matrixPalette(NULL)
+MeshSkin::MeshSkin() : _matrixPalette(NULL), _model(NULL)
 {
 }
 
@@ -81,6 +81,7 @@ void MeshSkin::setJoint(Joint* joint, unsigned int index)
     assert(index < _joints.size());
 
     _joints[index] = joint;
+    _joints[index]->_skin = this;
 }
 
 Vector4* MeshSkin::getMatrixPalette() const

+ 3 - 0
gameplay/src/MeshSkin.h

@@ -11,6 +11,7 @@ namespace gameplay
 {
 
 class Package;
+class Model;
 class Joint;
 
 /**
@@ -20,6 +21,7 @@ class MeshSkin
 {
     friend class Package;
     friend class Model;
+    friend class Joint;
 
 public:
 
@@ -112,6 +114,7 @@ private:
     // Each 4x3 row-wise matrix is represented as 3 Vector4's.
     // The number of Vector4's is (_joints.size() * 3).
     Vector4* _matrixPalette;
+    Model* _model;
 };
 
 }

+ 2 - 1
gameplay/src/Model.cpp

@@ -42,7 +42,7 @@ Model* Model::create(Mesh* mesh)
     return new Model(mesh);
 }
 
-Mesh* Model::getMesh()
+Mesh* Model::getMesh() const
 {
     return _mesh;
 }
@@ -187,6 +187,7 @@ void Model::setSkin(MeshSkin* skin)
 
         // Assign the new skin
         _skin = skin;
+        _skin->_model = this;
     }
 }
 

+ 3 - 3
gameplay/src/Model.h

@@ -38,7 +38,7 @@ public:
      * 
      * @return The Mesh for this Model.
      */
-    Mesh* getMesh();
+    Mesh* getMesh() const;
 
     /**
      * Returns the number of parts in the Mesh for this Model.
@@ -150,13 +150,13 @@ private:
      * Destructor. Hidden use release() instead.
      */
     ~Model();
-
+
     /**
      * Sets the MeshSkin for this model.
      * 
      * @param skin The MeshSkin for this model.
      */
-    void setSkin(MeshSkin* skin);
+    void setSkin(MeshSkin* skin);
 
     /**
      * Sets the node that is associated with this model.

+ 18 - 3
gameplay/src/Node.cpp

@@ -15,8 +15,8 @@ namespace gameplay
 
 Node::Node(const char* id)
     : _scene(NULL), _firstChild(NULL), _nextSibling(NULL), _prevSibling(NULL), _parent(NULL), _childCount(NULL),
-    _camera(NULL), _light(NULL), _model(NULL), _audioSource(NULL), _particleEmitter(NULL), _dirtyBits(NODE_DIRTY_ALL),
-    _notifyHierarchyChanged(true), _boundsType(NONE)
+    _camera(NULL), _light(NULL), _model(NULL), _audioSource(NULL), _particleEmitter(NULL), _physicsRigidBody(NULL), 
+    _dirtyBits(NODE_DIRTY_ALL), _notifyHierarchyChanged(true), _boundsType(NONE)
 {
     if (id)
     {
@@ -51,6 +51,7 @@ Node::~Node()
     SAFE_RELEASE(_model);
     SAFE_RELEASE(_audioSource);
     SAFE_RELEASE(_particleEmitter);
+    SAFE_DELETE(_physicsRigidBody);
 }
 
 Node* Node::create(const char* id)
@@ -300,7 +301,7 @@ const Matrix& Node::getWorldMatrix() const
         // If we have a parent, multiply our parent world transform by our local
         // transform to obtain our final resolved world transform.
         Node* parent = getParent();
-        if (parent)
+        if (parent && !_physicsRigidBody)
         {
             Matrix::multiply(parent->getWorldMatrix(), getMatrix(), &_world);
         }
@@ -800,4 +801,18 @@ void Node::setParticleEmitter(ParticleEmitter* emitter)
     }
 }
 
+PhysicsRigidBody* Node::getPhysicsRigidBody() const
+{
+    return _physicsRigidBody;
+}
+
+void Node::setPhysicsRigidBody(PhysicsRigidBody::Type type, float mass, float friction,
+        float restitution, float linearDamping, float angularDamping)
+{
+    SAFE_DELETE(_physicsRigidBody);
+    
+    if (type != PhysicsRigidBody::SHAPE_NONE)
+        _physicsRigidBody = new PhysicsRigidBody(this, type, mass, friction, restitution, linearDamping, angularDamping);
+}
+
 }

+ 28 - 1
gameplay/src/Node.h

@@ -11,6 +11,7 @@
 #include "Model.h"
 #include "AudioSource.h"
 #include "ParticleEmitter.h"
+#include "PhysicsRigidBody.h"
 #include "BoundingBox.h"
 
 namespace gameplay
@@ -174,7 +175,7 @@ public:
      *
      * @return The world matrix of this node.
      */
-    const Matrix& getWorldMatrix() const;
+    virtual const Matrix& getWorldMatrix() const;
 
     /**
      * Gets the world view matrix corresponding to this node.
@@ -356,6 +357,31 @@ public:
      */
     void setParticleEmitter(ParticleEmitter* emitter);
 
+    /**
+     * Returns the pointer to this node's physics rigid body or NULL.
+     *
+     * @return The pointer to this node's physics rigid body or NULL.
+     */
+    PhysicsRigidBody* getPhysicsRigidBody() const;
+
+    /**
+     * Sets (or disables) the physics rigid body for this node.
+     * 
+     * Note: This is only allowed for nodes that have a model attached to them.
+     *
+     * @param type The type of rigid body to set; to disable the physics rigid
+     *      body, pass PhysicsRigidBody#SHAPE_NONE.
+     * @param mass The mass of the rigid body, in kilograms.
+     * @param friction The friction of the rigid body (between 0.0 and 1.0, where 0.0 is
+     *      minimal friction and 1.0 is maximal friction).
+     * @param restitution The restitution of the rigid body (this controls the bounciness of
+     *      the rigid body; between 0.0 and 1.0, where 0.0 is minimal bounciness and 1.0 is maximal bounciness).
+     * @param linearDamping The percentage of linear velocity lost per second (between 0.0 and 1.0).
+     * @param angularDamping The percentage of angular velocity lost per second (between 0.0 and 1.0).
+     */
+    void setPhysicsRigidBody(PhysicsRigidBody::Type type, float mass = 0.0f, float friction = 0.5f,
+        float restitution = 0.0f, float linearDamping = 0.0f, float angularDamping = 0.0f);
+
     /**
      * Returns the bounding box for the Node, in world space.
      *
@@ -430,6 +456,7 @@ protected:
     Model* _model;
     AudioSource* _audioSource;
     ParticleEmitter* _particleEmitter;
+    PhysicsRigidBody* _physicsRigidBody;
     mutable Matrix _world;
     mutable int _dirtyBits;
     bool _notifyHierarchyChanged;

+ 58 - 49
gameplay/src/ParticleEmitter.h

@@ -39,52 +39,55 @@ class Node;
  * simply set the minimum to the same value as the maximum for that property or set its
  * variance to the zero vector.
  *
- * Scalar Properties:
+ * <h2>Scalar properties:</h2>
  *
- * Begin-Size: 
+ * Begin-Size: \n
  * The size of a newly emitted particle.
  *
- * End-Size: 
+ * End-Size: \n
  * The size of a particle at the end of its lifetime.  A particle's size will
  * interpolate linearly between its begin-size and end-size over its lifetime.
  *
- * Energy: 
+ * Energy: \n
  * The length of time a particle will remain alive for.
  *
- * Vector properties:
+ * RotationSpeedPerParticle: \n
+ * The speed and direction a particle will spin.  Since particles are
+ * rendered as billboards, no axis of rotation can be specified per particle.
+ * Each particles rotates around their center points, around the z-axis in
+ * screen space.
+ *
+ * RotationSpeed:\n
+ * The speed a particle will spin around its RotationAxis in world space.
+ * (See RotationAxis under "Vector properties" below.)
+ *
+ *
+ * <h2>Vector properties:</h2>
  * 
- * Initial Position: 
+ * Initial Position: \n
  * The position of a new particle at the moment it is emitted, relative
  * to the node its ParticleEmitter is set on.  This property is unique
  * in that the initial positions of new particles can be restricted to
  * fit within an ellipsoidal domain; see setEllipsoid().
  *
- * Initial Velocity: 
+ * Initial Velocity: \n
  * The velocity of a new particle at the moment it is emitted.  This
  * property is measured in world coordinates per second and modifies
  * a particle's current position each time ParticleEmitter::update()
  * is called.
  *
- * Acceleration:
+ * Acceleration:\n
  * The particle's change in velocity, measured in world coordinates per second.
  * This property modifies a particle's current position each time 
  * ParticleEmitter::update() is called.
  *
- * Color: 
+ * Color: \n
  * The color of a particle at the end of its lifetime.  A particle's color
  * will interpolate linearly between its begin-color and end-color over its lifetime.
  *
- * RotationSpeedPerParticle: 
- * The speed and direction a particle will spin.  Since particles are
- * rendered as billboards, no axis of rotation can be specified per particle.
- * Each particles rotates around their center points, around the z-axis in
- * screen space.
- *
- * RotationAxis: 
- * The rotation axis at which the emmiter emits particles around.
- *
- * RotationSpeed:
- * The speed at which the 
+ * RotationAxis: \n
+ * An axis in world space around which all particles will spin, allowing for tornado and
+ * spiral effects.
  *
  * The vector properties Initial Position, Initial Velocity and Acceleration can be set to
  * orbit around the origin of a node a ParticleEmitter is set on by that node's rotation matrix.
@@ -96,7 +99,7 @@ class Node;
  * order for gravity to continue to act in the same direction on water particles, no matter
  * what direction they were originally aimed.
  * 
- * Rendering properties:
+ * <h2>Rendering properties:</h2>
  *
  * Particles are rendered as screen-facing billboards -- that is, the ParticleEmitter's texture
  * is used to render particles as images that always face the camera.  For the simplest case,
@@ -105,29 +108,35 @@ class Node;
  * for each particle, or to render each particle as a sprite that animates through the frames
  * over the course of its lifetime.
  *
- * Frame Count: The number of individual images / frames contained in the texture.
+ * Frame Count: \n
+ * The number of individual images / frames contained in the texture.
  *
- * Texture Coordinates: The coordinates within the texture used to render a specific frame.
- *                      Using a texture that places the frames together, without padding,
- *                      in left-to-right top-to-bottom order is recommended, as there is a utility
- *                      method for generating the texture coordinates for such a texture atlas /
- *                      sprite-map.  See setSpriteFrameCoords().
+ * Texture Coordinates: \n
+ * The coordinates within the texture used to render a specific frame.
+ * Using a texture that places the frames together, without padding,
+ * in left-to-right top-to-bottom order is recommended, as there is a utility
+ * method for generating the texture coordinates for such a texture atlas /
+ * sprite-map.  See setSpriteFrameCoords().
  *
- * Sprite Animating: Set this to enable sprite animation.
+ * Sprite Animating: \n
+ * Set this to enable sprite animation.
  *
- * Sprite Looped: If sprites are set to loop, each frame will last for the emitter's frameDuration.
- *                If sprites are set not to loop, the animation will be timed so that the last frame
- *                finishes just as a particle dies.  This setting has no effect if the sprite is not
- *                animating.
+ * Sprite Looped: \n
+ * If sprites are set to loop, each frame will last for the emitter's frameDuration.
+ * If sprites are set not to loop, the animation will be timed so that the last frame
+ * finishes just as a particle dies.  This setting has no effect if the sprite is not
+ * animating.
  *
- * Sprite Random Offset: New particles are created with one of the sprite frames in the emitter's texture.
- *                       If a maximum offset is set, a random frame from 0 to maxOffset will be selected.
- *                       If sprite animation is disabled and this offset is set to Frame Count, each
- *                       particle will use one of the sprite frames for its entire lifetime.
+ * Sprite Random Offset: \n
+ * New particles are created with one of the sprite frames in the emitter's texture.
+ * If a maximum offset is set, a random frame from 0 to maxOffset will be selected.
+ * If sprite animation is disabled and this offset is set to Frame Count, each
+ * particle will use one of the sprite frames for its entire lifetime.
  *
- * Blend Mode: Sets the blend mode used by this particle emitter.  The given blend factors will
- *             be set before rendering the particle system and then will be reset to their original
- *             values.  Accepts the same symbolic constants as glBlendFunc().
+ * Blend Mode: \n
+ * Sets the blend mode used by this particle emitter.  The given blend factors will
+ * be set before rendering the particle system and then will be reset to their original
+ * values.  Accepts the same symbolic constants as glBlendFunc().
  *
  */
 class ParticleEmitter : public Ref
@@ -429,15 +438,15 @@ public:
     float getRotationPerParticleSpeedMax() const;
 
     /**
-    * Sets the rotation for the emiiter with a speed and emitter axis at which a particle rotates around its
-    * rotation axis in space at its speed, measured in radians per second. 
-    * This should not be confused with a particle's rotation per particle.
-    *
-    * @param axis The base rotation axis of emitted particles.
-    * @param axisVariance The variance of the rotation axis of emitted particles.
-    * @param speedMin The minimum rotation speed of emitted particles.
-    * @param speedMax The maximum rotation speed of emitted particles.
-    */
+     * Sets a rotation axis in world space around which all particles will spin,
+     * as well as the minimum and maximum rotation speed around this axis.
+     * This should not be confused with rotation speed per particle.
+     *
+     * @param axis The base rotation axis of emitted particles.
+     * @param axisVariance The variance of the rotation axis of emitted particles.
+     * @param speedMin The minimum rotation speed of emitted particles.
+     * @param speedMax The maximum rotation speed of emitted particles.
+     */
    void setRotation(float speedMin, float speedMax, const Vector3& axis, const Vector3& axisVariance);
 
     /**
@@ -597,7 +606,7 @@ private:
     /**
      * Destructor.
      */
-    virtual ~ParticleEmitter();
+    ~ParticleEmitter();
 
     /**
      * Sets the node that this emitter is attached to.

+ 166 - 0
gameplay/src/PhysicsConstraint.cpp

@@ -0,0 +1,166 @@
+/*
+ * PhysicsConstraint.cpp
+ */
+
+#include "PhysicsConstraint.h"
+
+#include "Game.h"
+#include "Node.h"
+#include "PhysicsMotionState.h"
+#include "PhysicsRigidBody.h"
+
+namespace gameplay
+{
+
+PhysicsConstraint::PhysicsConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+    : _a(a), _b(b), _constraint(NULL)
+{
+}
+
+PhysicsConstraint::~PhysicsConstraint()
+{
+    // Remove the physics rigid bodies' references to this constraint.
+    if (_a)
+        _a->removeConstraint(this);
+    if (_b)
+        _b->removeConstraint(this);
+
+    // Remove the constraint from the physics world and delete the Bullet object.
+    Game::getInstance()->getPhysicsController()->removeConstraint(this);
+    SAFE_DELETE(_constraint);
+}
+
+Vector3 PhysicsConstraint::centerOfMassMidpoint(const Node* a, const Node* b)
+{
+    Vector3 tA, tB;
+    a->getWorldMatrix().getTranslation(&tA);
+    b->getWorldMatrix().getTranslation(&tB);
+
+    tA = getWorldCenterOfMass(a->getModel());
+    tB = getWorldCenterOfMass(b->getModel());
+    
+    Vector3 d(tA, tB);
+    d.scale(0.5f);
+    Vector3 c(tA);
+    c.add(d);
+
+    return c;
+}
+
+Quaternion PhysicsConstraint::getRotationOffset(const Node* node, const Vector3& point)
+{
+    // Create a translation matrix that translates to the given origin.
+    Matrix m;
+    Matrix::createTranslation(point, &m);
+
+    // Calculate the rotation offset to the rigid body by transforming 
+    // the translation matrix above into the rigid body's local space 
+    // (multiply by the inverse world matrix) and extracting the rotation.
+    Matrix mi;
+    node->getWorldMatrix().invert(&mi);
+    mi.multiply(m);
+    
+    Quaternion r;
+    mi.getRotation(&r);
+
+    return r;
+}
+
+Vector3 PhysicsConstraint::getTranslationOffset(const Node* node, const Vector3& point)
+{
+    // Create a translation matrix that translates to the given origin.
+    Matrix m;
+    Matrix::createTranslation(point, &m);
+
+    // Calculate the translation offset to the rigid body by transforming 
+    // the translation matrix above into the rigid body's local space 
+    // (multiply by the inverse world matrix) and extracting the translation.
+    Matrix mi;
+    node->getWorldMatrix().invert(&mi);
+    mi.multiply(m);
+    
+    Vector3 t;
+    mi.getTranslation(&t);
+
+    Vector3 s;
+    node->getWorldMatrix().getScale(&s);
+
+    t.x *= s.x;
+    t.y *= s.y;
+    t.z *= s.z;
+    
+    t = offsetByCenterOfMass(node, t);
+
+    return t;
+}
+
+btTransform PhysicsConstraint::getTransformOffset(const Node* node, const Vector3& origin)
+{
+    // Create a translation matrix that translates to the given origin.
+    Matrix m;
+    Matrix::createTranslation(origin, &m);
+
+    // Calculate the translation and rotation offset to the rigid body
+    // by transforming the translation matrix above into the rigid body's
+    // local space (multiply by the inverse world matrix and extract components).
+    Matrix mi;
+    node->getWorldMatrix().invert(&mi);
+    mi.multiply(m);
+
+    Quaternion r;
+    mi.getRotation(&r);
+    
+    Vector3 t;
+    mi.getTranslation(&t);
+
+    Vector3 s;
+    node->getWorldMatrix().getScale(&s);
+
+    t.x *= s.x;
+    t.y *= s.y;
+    t.z *= s.z;
+    
+    t = offsetByCenterOfMass(node, t);
+
+    return btTransform(btQuaternion(r.x, r.y, r.z, r.w), btVector3(t.x, t.y, t.z));
+}
+
+Vector3 PhysicsConstraint::getWorldCenterOfMass(const Model* model)
+{
+    Vector3 center;
+
+    const BoundingBox& box = model->getMesh()->getBoundingBox();
+    if (!(box.min.isZero() && box.max.isZero()))
+    {
+        Vector3 bMin, bMax;
+        model->getNode()->getWorldMatrix().transformPoint(box.min, &bMin);
+        model->getNode()->getWorldMatrix().transformPoint(box.max, &bMax);
+        center.set(bMin, bMax);
+        center.scale(0.5f);
+        center.add(bMin);
+    }
+    else
+    {
+        const BoundingSphere& sphere = model->getMesh()->getBoundingSphere();
+        if (!(sphere.center.isZero() && sphere.radius == 0))
+        {
+            model->getNode()->getWorldMatrix().transformPoint(sphere.center, &center);
+        }
+        else
+        {
+            // Warn the user that the model has no bounding volume.
+            WARN_VARG("Model \'%s\' has no bounding volume - center of mass is defaulting to local coordinate origin.", model->getNode()->getId());
+            model->getNode()->getWorldMatrix().transformPoint(&center);
+        }
+    }
+
+    return center;
+}
+
+Vector3 PhysicsConstraint::offsetByCenterOfMass(const Node* node, const Vector3& v)
+{
+    btVector3 centerOfMassOffset = ((PhysicsMotionState*)node->getPhysicsRigidBody()->_body->getMotionState())->_centerOfMassOffset.getOrigin();
+    return Vector3(v.x + centerOfMassOffset.x(), v.y + centerOfMassOffset.y(), v.z + centerOfMassOffset.z());
+}
+
+}

+ 117 - 0
gameplay/src/PhysicsConstraint.h

@@ -0,0 +1,117 @@
+/*
+ * PhysicsConstraint.h
+ */
+
+#ifndef PHYSICSCONSTRAINT_H_
+#define PHYSICSCONSTRAINT_H_
+
+#include "Base.h"
+#include "Model.h"
+#include "Vector3.h"
+
+namespace gameplay
+{
+    class Node;
+    class PhysicsRigidBody;
+
+/**
+ * Base class for physics constraints.
+ */
+class PhysicsConstraint
+{
+    friend class PhysicsController;
+    friend class PhysicsRigidBody;
+
+public:
+    /**
+     * Gets the impulse needed to break the constraint.
+     * 
+     * @return The impulse needed to break the constraint.
+     */
+    inline float getBreakingImpulse() const;
+
+    /**
+     * Sets the impulse needed to break the constraint
+     * (if an impulse greater than or equal to the given
+     * value is applied to the constraint, the constraint
+     * will be broken).
+     * 
+     * @param impulse The impulse needed to break the constraint.
+     */
+    inline void setBreakingImpulse(float impulse);
+
+    /**
+     * Gets whether the constraint is enabled or not.
+     * 
+     * @return Whether the constraint is enabled or not.
+     */
+    inline bool isEnabled() const;
+
+    /**
+     * Sets whether the constraint is enabled or not.
+     * 
+     * @param enabled Whether the constraint is enabled or not.
+     */
+    inline void setEnabled(bool enabled);
+
+    /**
+     * Calculates the midpoint between the given nodes' centers of mass.
+     * 
+     * @param a The first node.
+     * @param b The second node.
+     */
+    static Vector3 centerOfMassMidpoint(const Node* a, const Node* b);
+
+    /**
+     * Calculates the rotation offset to the given point in the given node's local space.
+     * 
+     * @param node The node to calculate a rotation offset for.
+     * @param point The point to calculate the rotation offset to.
+     */
+    static Quaternion getRotationOffset(const Node* node, const Vector3& point);
+
+    /**
+     * Calculates the translation offset to the given point in the given node's local space.
+     * 
+     * @param node The node to calculate a translation offset for.
+     * @param point The point to calculate the translation offset to.
+     */
+    static Vector3 getTranslationOffset(const Node* node, const Vector3& point);
+
+protected:
+    /**
+     * Constructor.
+     */
+    PhysicsConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b);
+
+    /**
+     * Destructor.
+     */
+    virtual ~PhysicsConstraint();
+
+    /**
+     * Calculates the transform to be used as the offset (i.e. "frame in" 
+     * parameter in Bullet terms) to the given constraint origin.
+     */
+    static btTransform getTransformOffset(const Node* node, const Vector3& origin);
+    
+    /**
+     * Calculates the center of mass in world space of the given model.
+     */
+    static Vector3 getWorldCenterOfMass(const Model* model);
+
+    /**
+     * Offsets the given vector by the given node's center of mass.
+     */
+    static Vector3 offsetByCenterOfMass(const Node* node, const Vector3& v);
+
+    PhysicsRigidBody* _a;
+    PhysicsRigidBody* _b;
+    btTypedConstraint* _constraint;
+};
+
+}
+
+#include "PhysicsConstraint.inl"
+
+#endif

+ 30 - 0
gameplay/src/PhysicsConstraint.inl

@@ -0,0 +1,30 @@
+/*
+ * PhysicsConstraint.inl
+ */
+
+#include "PhysicsConstraint.h"
+
+namespace gameplay
+{
+
+inline float PhysicsConstraint::getBreakingImpulse() const
+{
+    return _constraint->getBreakingImpulseThreshold();
+}
+
+inline void PhysicsConstraint::setBreakingImpulse(float impulse)
+{
+    _constraint->setBreakingImpulseThreshold(impulse);
+}
+
+inline bool PhysicsConstraint::isEnabled() const
+{
+    return _constraint->isEnabled();
+}
+
+inline void PhysicsConstraint::setEnabled(bool enabled)
+{
+    _constraint->setEnabled(enabled);
+}
+
+}

+ 346 - 0
gameplay/src/PhysicsController.cpp

@@ -0,0 +1,346 @@
+/*
+ * PhysicsController.cpp
+ */
+
+#include "Base.h"
+#include "Game.h"
+#include "PhysicsController.h"
+#include "PhysicsMotionState.h"
+
+namespace gameplay
+{
+
+// Default gravity is 9.8 along the negative Y axis.
+PhysicsController::PhysicsController()
+    : _gravity(btScalar(0.0), btScalar(-9.8), btScalar(0.0)), _collisionConfiguration(NULL), _dispatcher(NULL),
+    _overlappingPairCache(NULL), _solver(NULL), _world(NULL), _status(Listener::DEACTIVATED), _listeners(NULL)
+{
+}
+
+void PhysicsController::addStatusListener(Listener* listener)
+{
+    if (!_listeners)
+        _listeners = new std::vector<Listener*>();
+
+    _listeners->push_back(listener);
+}
+
+PhysicsController::~PhysicsController()
+{
+    SAFE_DELETE(_listeners);
+}
+
+PhysicsFixedConstraint* PhysicsController::createFixedConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+{
+    PhysicsFixedConstraint* constraint = new PhysicsFixedConstraint(a, b);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+PhysicsGenericConstraint* PhysicsController::createGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+{
+    PhysicsGenericConstraint* constraint = new PhysicsGenericConstraint(a, b);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+PhysicsGenericConstraint* PhysicsController::createGenericConstraint(PhysicsRigidBody* a,
+    const Quaternion& rotationOffsetA, const Vector3& translationOffsetA, PhysicsRigidBody* b,
+    const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+{
+    PhysicsGenericConstraint* constraint = new PhysicsGenericConstraint(a, rotationOffsetA, 
+        translationOffsetA, b, rotationOffsetB, translationOffsetB);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+PhysicsHingeConstraint* PhysicsController::createHingeConstraint(PhysicsRigidBody* a,
+    const Quaternion& rotationOffsetA, const Vector3& translationOffsetA, PhysicsRigidBody* b, 
+    const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+{
+    PhysicsHingeConstraint* constraint = new PhysicsHingeConstraint(a, rotationOffsetA, 
+        translationOffsetA, b, rotationOffsetB, translationOffsetB);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+PhysicsSocketConstraint* PhysicsController::createSocketConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+{
+    PhysicsSocketConstraint* constraint = new PhysicsSocketConstraint(a, b);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+PhysicsSocketConstraint* PhysicsController::createSocketConstraint(PhysicsRigidBody* a,
+    const Vector3& translationOffsetA, PhysicsRigidBody* b, const Vector3& translationOffsetB)
+{
+    PhysicsSocketConstraint* constraint = new PhysicsSocketConstraint(a,
+        translationOffsetA, b, translationOffsetB);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+PhysicsSpringConstraint* PhysicsController::createSpringConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+{
+    PhysicsSpringConstraint* constraint = new PhysicsSpringConstraint(a, b);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+PhysicsSpringConstraint* PhysicsController::createSpringConstraint(PhysicsRigidBody* a,
+    const Quaternion& rotationOffsetA, const Vector3& translationOffsetA, PhysicsRigidBody* b, 
+    const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+{
+    PhysicsSpringConstraint* constraint = new PhysicsSpringConstraint(a, rotationOffsetA, 
+        translationOffsetA, b, rotationOffsetB, translationOffsetB);
+    setupConstraint(a, b, constraint);
+    return constraint;
+}
+
+const Vector3& PhysicsController::getGravity(const Vector3& gravity) const
+{
+    return _gravity;
+}
+
+void PhysicsController::setGravity(const Vector3& gravity)
+{
+    _gravity = gravity;
+
+    if (_world)
+    {
+        _world->setGravity(btVector3(_gravity.x, _gravity.y, _gravity.z));
+    }
+}
+
+void PhysicsController::initialize()
+{
+    _collisionConfiguration = new btDefaultCollisionConfiguration();
+    _dispatcher = new btCollisionDispatcher(_collisionConfiguration);
+    _overlappingPairCache = new btDbvtBroadphase();
+    _solver = new btSequentialImpulseConstraintSolver();
+
+    // Create the world.
+    _world = new btDiscreteDynamicsWorld(_dispatcher, _overlappingPairCache, _solver, _collisionConfiguration);
+    _world->setGravity(btVector3(_gravity.x, _gravity.y, _gravity.z));
+}
+
+void PhysicsController::finalize()
+{
+    // Clean up the world and its various components.
+    SAFE_DELETE(_world);
+    SAFE_DELETE(_solver);
+    SAFE_DELETE(_overlappingPairCache);
+    SAFE_DELETE(_dispatcher);
+    SAFE_DELETE(_collisionConfiguration);
+}
+
+void PhysicsController::pause()
+{
+    // DUMMY FUNCTION
+}
+
+void PhysicsController::resume()
+{
+    // DUMMY FUNCTION
+}
+
+void PhysicsController::update(long elapsedTime)
+{
+    // Update the physics simulation, with a maximum
+    // of 10 simulation steps being performed in a given frame.
+    //
+    // Note that stepSimulation takes elapsed time in seconds
+    // so we divide by 1000 to convert from milliseconds.
+    _world->stepSimulation((float)elapsedTime * 0.001, 10);
+
+    // If we have status listeners, then check if our status has changed.
+    if (_listeners)
+    {
+        Listener::EventType oldStatus = _status;
+
+        if (_status = Listener::DEACTIVATED)
+        {
+            for (int i = 0; i < _world->getNumCollisionObjects(); i++)
+            {
+                if (_world->getCollisionObjectArray()[i]->isActive())
+                {
+                    _status = Listener::ACTIVATED;
+                    break;
+                }
+            }
+        }
+        else
+        {
+            bool allInactive = true;
+            for (int i = 0; i < _world->getNumCollisionObjects(); i++)
+            {
+                if (_world->getCollisionObjectArray()[i]->isActive())
+                {
+                    allInactive = false;
+                    break;
+                }
+            }
+
+            if (allInactive)
+                _status = Listener::DEACTIVATED;
+        }
+
+        // If the status has changed, notify our listeners.
+        if (oldStatus != _status)
+        {
+            for (unsigned int k = 0; k < _listeners->size(); k++)
+            {
+                (*_listeners)[k]->statusEvent(_status);
+            }
+        }
+    }
+
+    // All statuses are set with the DIRTY bit before collision processing occurs.
+    // During collision processing, if a collision occurs, the status is 
+    // set to COLLISION and the DIRTY bit is cleared. Then, after collision processing 
+    // is finished, if a given status is still dirty, the COLLISION bit is cleared.
+
+    // Dirty all the collision listeners' collision status caches.
+    for (unsigned int i = 0; i < _bodies.size(); i++)
+    {
+        if (_bodies[i]->_listeners)
+        {
+            for (unsigned int k = 0; k < _bodies[i]->_listeners->size(); k++)
+            {
+                std::map<PhysicsRigidBody::CollisionPair, int>::iterator iter = (*_bodies[i]->_listeners)[k]->_collisionStatus.begin();
+                for (; iter != (*_bodies[i]->_listeners)[k]->_collisionStatus.end(); iter++)
+                {
+                    iter->second |= PhysicsRigidBody::Listener::DIRTY;
+                }
+            }
+        }
+    }
+
+    // Go through the physics rigid bodies and update the collision listeners.
+    for (unsigned int i = 0; i < _bodies.size(); i++)
+    {
+        if (_bodies[i]->_listeners)
+        {
+            for (unsigned int k = 0; k < _bodies[i]->_listeners->size(); k++)
+            {
+                std::map<PhysicsRigidBody::CollisionPair, int>::iterator iter = (*_bodies[i]->_listeners)[k]->_collisionStatus.begin();
+                for (; iter != (*_bodies[i]->_listeners)[k]->_collisionStatus.end(); iter++)
+                {
+                    // If this collision pair was one that was registered for listening, then perform the collision test.
+                    // (In the case where we register for all collisions with a rigid body, there will be a lot
+                    // of collision pairs in the status cache that we did not explicitly register for.)
+                    if ((iter->second & PhysicsRigidBody::Listener::REGISTERED) != 0)
+                    {
+                        if (iter->first._rbB)
+                            Game::getInstance()->getPhysicsController()->_world->contactPairTest(iter->first._rbA->_body, iter->first._rbB->_body, *(*_bodies[i]->_listeners)[k]);
+                        else
+                            Game::getInstance()->getPhysicsController()->_world->contactTest(iter->first._rbA->_body, *(*_bodies[i]->_listeners)[k]);
+                    }
+                }   
+            }
+        }
+    }
+
+    // Go through all the collision listeners and update their collision status caches.
+    for (unsigned int i = 0; i < _bodies.size(); i++)
+    {
+        if (_bodies[i]->_listeners)
+        {
+            for (unsigned int k = 0; k < _bodies[i]->_listeners->size(); k++)
+            {
+                std::map<PhysicsRigidBody::CollisionPair, int>::iterator iter = (*_bodies[i]->_listeners)[k]->_collisionStatus.begin();
+                for (; iter != (*_bodies[i]->_listeners)[k]->_collisionStatus.end(); iter++)
+                {
+                    if ((iter->second & PhysicsRigidBody::Listener::DIRTY) != 0)
+                    {
+                        iter->second &= ~PhysicsRigidBody::Listener::COLLISION;
+                    }
+                }
+            }
+        }
+    }
+}
+
+void PhysicsController::addRigidBody(PhysicsRigidBody* body)
+{
+    _world->addRigidBody(body->_body);
+    _bodies.push_back(body);
+}
+
+btCollisionShape* PhysicsController::getBox(const Vector3& min, const Vector3& max, const btVector3& scale)
+{
+    btVector3 halfExtents(scale.x() * 0.5 * abs(max.x - min.x), scale.y() * 0.5 * abs(max.y - min.y), scale.z() * 0.5 * abs(max.z - min.z));
+    BULLET_NEW(btBoxShape, box, halfExtents);
+    _shapes.push_back(box);
+
+    return box;
+}
+
+btCollisionShape* PhysicsController::getSphere(float radius, const btVector3& scale)
+{
+    // Since sphere shapes depend only on the radius, the best we can do is take
+    // the largest dimension and apply that as the uniform scale to the rigid body.
+    float uniformScale = scale.x();
+    if (uniformScale < scale.y())
+        uniformScale = scale.y();
+    if (uniformScale < scale.z())
+        uniformScale = scale.z();
+
+    BULLET_NEW(btSphereShape, sphere, uniformScale * radius);
+    _shapes.push_back(sphere);
+
+    return sphere;
+}
+
+PhysicsRigidBody* PhysicsController::getPhysicsRigidBody(const btCollisionObject* collisionObject)
+{
+    // Find the rigid body and remove it from the world.
+    for (unsigned int i = 0; i < _bodies.size(); i++)
+    {
+        if (_bodies[i]->_body == collisionObject)
+            return _bodies[i];
+    }
+
+    return NULL;
+}
+
+void PhysicsController::removeConstraint(PhysicsConstraint* constraint)
+{
+    // Find the constraint and remove it from the physics world.
+    for (int i = _world->getNumConstraints() - 1; i >= 0; i--)
+    {
+        btTypedConstraint* currentConstraint = _world->getConstraint(i);
+        if (constraint->_constraint == currentConstraint)
+        {
+            _world->removeConstraint(currentConstraint);
+            break;
+        }
+    }
+}
+
+void PhysicsController::removeRigidBody(PhysicsRigidBody* rigidBody)
+{
+    // Find the rigid body and remove it from the world.
+    for (int i = _world->getNumCollisionObjects() - 1; i >= 0 ; i--)
+    {
+        btCollisionObject* obj = _world->getCollisionObjectArray()[i];
+        if (rigidBody->_body == obj)
+        {
+            _world->removeCollisionObject(obj);
+            break;
+        }
+    }
+}
+
+void PhysicsController::setupConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b, PhysicsConstraint* constraint)
+{
+    a->addConstraint(constraint);
+    if (b)
+    {
+        b->addConstraint(constraint);
+    }
+
+    _world->addConstraint(constraint->_constraint);
+}
+
+}

+ 261 - 0
gameplay/src/PhysicsController.h

@@ -0,0 +1,261 @@
+/*
+ * PhysicsController.h
+ */
+
+#ifndef PHYSICSCONTROLLER_H_
+#define PHYSICSCONTROLLER_H_
+
+#include "PhysicsConstraint.h"
+#include "PhysicsFixedConstraint.h"
+#include "PhysicsGenericConstraint.h"
+#include "PhysicsHingeConstraint.h"
+#include "PhysicsSocketConstraint.h"
+#include "PhysicsSpringConstraint.h"
+#include "PhysicsRigidBody.h"
+
+namespace gameplay
+{
+    
+/**
+ * Defines a class for controlling game physics.
+ */
+class PhysicsController
+{
+    friend class Game;
+    friend class PhysicsConstraint;
+    friend class PhysicsRigidBody;
+
+public:
+    /**
+     * Status listener interface.
+     */
+    class Listener
+    {
+    public:
+
+        /**
+         * The type of physics status event.
+         */
+        enum EventType 
+        {
+            /**
+             * Event fired when there were no active physics objects and at least one is now active.
+             */
+            ACTIVATED,
+
+            /**
+             * Event fired when there are no more active physics objects in the world.
+             */
+            DEACTIVATED
+        };
+
+        /**
+         * Handles when the physics world status changes.
+         */
+        virtual void statusEvent(EventType type) = 0;
+    };
+
+    /**
+     * Adds a status listener.
+     * 
+     * @param listener The listener to add.
+     */
+    void addStatusListener(Listener* listener);
+
+    /**
+     * Creates a fixed constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param b The second rigid body to constrain (optional).
+     */
+    PhysicsFixedConstraint* createFixedConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b = NULL);
+
+    /**
+     * Creates a generic constraint so that the rigid body (or bodies) is
+     * (are) constrained to its (their) current world position(s).
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param b The second rigid body to constrain (optional).
+     */
+    PhysicsGenericConstraint* createGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b = NULL);
+
+    /**
+     * Creates a generic constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param rotationOffsetA The rotation offset for the first rigid body 
+     *      (in its local space) with respect to the constraint joint.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param rotationOffsetB The rotation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsGenericConstraint* createGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
+        const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
+        const Quaternion& rotationOffsetB = Quaternion(), const Vector3& translationOffsetB = Vector3());
+
+    /**
+     * Creates a hinge constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param rotationOffsetA The rotation offset for the first rigid body 
+     *      (in its local space) with respect to the constraint joint.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param rotationOffsetB The rotation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsHingeConstraint* createHingeConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
+        const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
+        const Quaternion& rotationOffsetB = Quaternion(), const Vector3& translationOffsetB = Vector3());
+
+    /**
+     * Creates a socket constraint so that the rigid body (or bodies) is
+     * (are) constrained using its (their) current world position(s) for
+     * the translation offset(s) to the constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param b The second rigid body to constrain (optional).
+     */
+    PhysicsSocketConstraint* createSocketConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b = NULL);
+
+    /**
+     * Creates a socket constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsSocketConstraint* createSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA,
+        PhysicsRigidBody* b = NULL, const Vector3& translationOffsetB = Vector3());
+
+    /**
+     * Creates a spring constraint so that the rigid body (or bodies) is
+     * (are) constrained using its (their) current world position(s) for
+     * the translation offset(s) to the constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param b The second rigid body to constrain (optional).
+     */
+    PhysicsSpringConstraint* createSpringConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b);
+
+    /**
+     * Creates a spring constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param rotationOffsetA The rotation offset for the first rigid body 
+     *      (in its local space) with respect to the constraint joint.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param rotationOffsetB The rotation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsSpringConstraint* createSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
+        const Vector3& translationOffsetA, PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+
+    /**
+     * Gets the gravity vector for the simulated physics world.
+     * 
+     * @return The gravity vector.
+     */
+    const Vector3& getGravity(const Vector3& gravity) const;
+
+    /**
+     * Sets the gravity vector for the simulated physics world.
+     * 
+     * @param gravity The gravity vector.
+     */
+    void setGravity(const Vector3& gravity);
+
+private:
+    /**
+     * Constructor.
+     */
+    PhysicsController();
+
+    /**
+     * Destructor.
+     */
+    ~PhysicsController();
+
+    /**
+     * Controller initialize.
+     */
+    void initialize();
+
+    /**
+     * Controller finalize.
+     */
+    void finalize();
+
+    /**
+     * Controller pause.
+     */
+    void pause();
+
+    /**
+     * Controller resume.
+     */
+    void resume();
+
+    /**
+     * Controller update.
+     */
+    void update(long elapsedTime);
+
+    // Adds the given rigid body to the world.
+    void addRigidBody(PhysicsRigidBody* body);
+
+    // Creates a box collision shape to be used in the creation of a rigid body.
+    btCollisionShape* getBox(const Vector3& min, const Vector3& max, const btVector3& scale);
+
+    // Gets the corresponding GamePlay object for the given Bullet object.
+    PhysicsRigidBody* getPhysicsRigidBody(const btCollisionObject* collisionObject);
+
+    // Creates a sphere collision shape to be used in the creation of a rigid body.
+    btCollisionShape* getSphere(float radius, const btVector3& scale);
+
+    // Removes the given constraint from the simulated physics world.
+    void removeConstraint(PhysicsConstraint* constraint);
+
+    // Removes the given rigid body from the simulated physics world.
+    void removeRigidBody(PhysicsRigidBody* rigidBody);
+
+    // Sets up the given constraint for the given two rigid bodies.
+    void setupConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b, PhysicsConstraint* constraint);
+    
+    Vector3 _gravity;
+    btDefaultCollisionConfiguration* _collisionConfiguration;
+    btCollisionDispatcher* _dispatcher;
+    btBroadphaseInterface* _overlappingPairCache;
+    btSequentialImpulseConstraintSolver* _solver;
+    btDynamicsWorld* _world;
+    btAlignedObjectArray<btCollisionShape*> _shapes;
+    Listener::EventType _status;
+    std::vector<PhysicsRigidBody*> _bodies;
+    std::vector<Listener*>* _listeners;
+};
+
+}
+
+#endif

+ 24 - 0
gameplay/src/PhysicsFixedConstraint.cpp

@@ -0,0 +1,24 @@
+/**
+ * PhysicsFixedConstraint.cpp
+ */
+
+#include "PhysicsFixedConstraint.h"
+
+namespace gameplay
+{
+
+PhysicsFixedConstraint::PhysicsFixedConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+    : PhysicsGenericConstraint(a, b)
+{
+    PhysicsGenericConstraint::setAngularLowerLimit(Vector3(0.0f, 0.0f, 0.0f));
+    PhysicsGenericConstraint::setAngularUpperLimit(Vector3(0.0f, 0.0f, 0.0f));
+    PhysicsGenericConstraint::setLinearLowerLimit(Vector3(0.0f, 0.0f, 0.0f));
+    PhysicsGenericConstraint::setLinearUpperLimit(Vector3(0.0f, 0.0f, 0.0f));
+}
+
+PhysicsFixedConstraint::~PhysicsFixedConstraint()
+{
+    // DUMMY FUNCTION
+}
+
+}

+ 64 - 0
gameplay/src/PhysicsFixedConstraint.h

@@ -0,0 +1,64 @@
+/*
+ * PhysicsFixedConstraint.h
+ */
+
+#ifndef PHYSICSFIXEDCONSTRAINT_H_
+#define PHYSICSFIXEDCONSTRAINT_H_
+
+#include "PhysicsGenericConstraint.h"
+
+namespace gameplay
+{
+
+/**
+ * Represents a constraint where two rigid bodies 
+ * (or one rigid body and the world) are bound together.
+ *
+ * (This is similar in concept to parenting one node to another,
+ * but can be used in specific situations for a more appropriate effect
+ * (e.g. for implementing sticky projectiles, etc.).)
+ */
+class PhysicsFixedConstraint : public PhysicsGenericConstraint
+{
+    friend class PhysicsController;
+
+protected:
+    /**
+     * @see PhysicsGenericConstraint
+     */
+    PhysicsFixedConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b);
+
+    /**
+     * Destructor.
+     */
+    ~PhysicsFixedConstraint();
+
+    // Note: We make these functions protected to prevent usage
+    // (these are public in the base class, PhysicsGenericConstraint).
+
+    /**
+     * Protected to prevent usage.
+     */
+    inline void setAngularLowerLimit(const Vector3& limit);
+    
+    /**
+     * Protected to prevent usage.
+     */
+    inline void setAngularUpperLimit(const Vector3& limit);
+    
+    /**
+     * Protected to prevent usage.
+     */
+    inline void setLinearLowerLimit(const Vector3& limit);
+    
+    /**
+     * Protected to prevent usage.
+     */
+    inline void setLinearUpperLimit(const Vector3& limit);
+};
+
+}
+
+#include "PhysicsFixedConstraint.inl"
+
+#endif

+ 30 - 0
gameplay/src/PhysicsFixedConstraint.inl

@@ -0,0 +1,30 @@
+/**
+ * PhysicsFixedConstraint.inl
+ */
+
+#include "PhysicsFixedConstraint.h"
+
+namespace gameplay
+{
+
+inline void PhysicsFixedConstraint::setAngularLowerLimit(const Vector3& limit)
+{
+    PhysicsGenericConstraint::setAngularLowerLimit(limit);
+}
+
+inline void PhysicsFixedConstraint::setAngularUpperLimit(const Vector3& limit)
+{
+    PhysicsGenericConstraint::setAngularUpperLimit(limit);
+}
+
+inline void PhysicsFixedConstraint::setLinearLowerLimit(const Vector3& limit)
+{
+    PhysicsGenericConstraint::setLinearLowerLimit(limit);
+}
+
+inline void PhysicsFixedConstraint::setLinearUpperLimit(const Vector3& limit)
+{
+    PhysicsGenericConstraint::setLinearUpperLimit(limit);
+}
+
+}

+ 71 - 0
gameplay/src/PhysicsGenericConstraint.cpp

@@ -0,0 +1,71 @@
+/**
+ * PhysicsGenericConstraint.cpp
+ */
+
+#include "PhysicsGenericConstraint.h"
+
+#include "Node.h"
+#include "PhysicsMotionState.h"
+#include "PhysicsRigidBody.h"
+
+namespace gameplay
+{
+
+PhysicsGenericConstraint::PhysicsGenericConstraint()
+    : PhysicsConstraint(NULL, NULL), _rotationOffsetA(NULL), _rotationOffsetB(NULL),
+    _translationOffsetA(NULL), _translationOffsetB(NULL)
+{
+    // DUMMY FUNCTION
+}
+
+PhysicsGenericConstraint::PhysicsGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+    : PhysicsConstraint(a, b), _rotationOffsetA(NULL), _rotationOffsetB(NULL),
+    _translationOffsetA(NULL), _translationOffsetB(NULL)
+{
+    if (b)
+    {
+        Vector3 origin = centerOfMassMidpoint(a->getNode(), b->getNode());
+        _constraint = new btGeneric6DofConstraint(*a->_body, *b->_body, getTransformOffset(a->getNode(), origin), getTransformOffset(b->getNode(), origin), true);
+    }
+    else
+    {
+        _constraint = new btGeneric6DofConstraint(*a->_body, btTransform::getIdentity(), true);
+    }
+}
+
+PhysicsGenericConstraint::PhysicsGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
+    PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+    : PhysicsConstraint(a, b), _rotationOffsetA(NULL), _rotationOffsetB(NULL), _translationOffsetA(NULL), _translationOffsetB(NULL)
+{
+    // Take scale into account for the first node's translation offset.
+    Vector3 sA;
+    a->getNode()->getWorldMatrix().getScale(&sA);
+    Vector3 tA(translationOffsetA.x * sA.x, translationOffsetA.y * sA.y, translationOffsetA.z * sA.z);
+
+    if (b)
+    {
+        // Take scale into account for the second node's translation offset.
+        Vector3 sB;
+        b->getNode()->getWorldMatrix().getScale(&sB);
+        Vector3 tB(translationOffsetB.x * sB.x, translationOffsetB.y * sB.y, translationOffsetB.z * sB.z);
+
+        btTransform frameInA(btQuaternion(rotationOffsetA.x, rotationOffsetA.y, rotationOffsetA.z, rotationOffsetA.w), btVector3(tA.x, tA.y, tA.z));
+        btTransform frameInB(btQuaternion(rotationOffsetB.x, rotationOffsetB.y, rotationOffsetB.z, rotationOffsetB.w), btVector3(tB.x, tB.y, tB.z));
+        _constraint = new btGeneric6DofConstraint(*a->_body, *b->_body, frameInA, frameInB, true);
+    }
+    else
+    {
+        btTransform frameInA(btQuaternion(rotationOffsetA.x, rotationOffsetA.y, rotationOffsetA.z, rotationOffsetA.w), btVector3(tA.x, tA.y, tA.z));
+        _constraint = new btGeneric6DofConstraint(*a->_body, frameInA, true);
+    }
+}
+
+PhysicsGenericConstraint::~PhysicsGenericConstraint()
+{
+    SAFE_DELETE(_rotationOffsetA);
+    SAFE_DELETE(_rotationOffsetB);
+    SAFE_DELETE(_translationOffsetA);
+    SAFE_DELETE(_translationOffsetB);
+}
+
+}

+ 167 - 0
gameplay/src/PhysicsGenericConstraint.h

@@ -0,0 +1,167 @@
+/*
+ * PhysicsGenericConstraint.h
+ */
+
+#ifndef PHYSICSGENERICCONSTRAINT_H_
+#define PHYSICSGENERICCONSTRAINT_H_
+
+#include "PhysicsConstraint.h"
+#include "Quaternion.h"
+#include "Vector3.h"
+
+namespace gameplay
+{
+    class PhysicsRigidBody;
+
+/**
+ * Represents a completely generic constraint between two
+ * rigid bodies (or one rigid body and the world) where the
+ * limits for all six degrees of freedom can be set individually.
+ */
+class PhysicsGenericConstraint : public PhysicsConstraint
+{
+    friend class PhysicsController;
+
+public:
+    /**
+     * Gets the rotation offset for the first rigid body in the constraint.
+     * 
+     * @return The rotation offset.
+     */
+    inline const Quaternion& getRotationOffsetA() const;
+
+    /**
+     * Gets the rotation offset for the second rigid body in the constraint.
+     * 
+     * @return The rotation offset.
+     */
+    inline const Quaternion& getRotationOffsetB() const;
+
+    /**
+     * Gets the translation offset for the first rigid body in the constraint.
+     * 
+     * @return The translation offset.
+     */
+    inline const Vector3& getTranslationOffsetA() const;
+
+    /**
+     * Gets the translation offset for the second rigid body in the constraint.
+     * 
+     * @return The translation offset.
+     */
+    inline const Vector3& getTranslationOffsetB() const;
+
+    /**
+     * Sets the lower angular limits (as Euler angle limits) along the constraint's local
+     * X, Y, and Z axes using the values in the given vector.
+     * 
+     * @param limits The lower angular limits (as Euler angle limits) along the local X, Y, and Z axes.
+     */
+    inline void setAngularLowerLimit(const Vector3& limits);
+
+    /**
+     * Sets the upper angular limits (as Euler angle limits) along the constraint's local
+     * X, Y, and Z axes using the values in the given vector.
+     * 
+     * @param limits The upper angular limits (as Euler angle limits) along the local X, Y, and Z axes.
+     */
+    inline void setAngularUpperLimit(const Vector3& limits);
+    
+    /**
+     * Sets the lower linear limits along the constraint's local
+     * X, Y, and Z axes using the values in the given vector.
+     * 
+     * @param limits The lower linear limits along the local X, Y, and Z axes.
+     */
+    inline void setLinearLowerLimit(const Vector3& limits);
+    
+    /**
+     * Sets the upper linear limits along the constraint's local
+     * X, Y, and Z axes using the values in the given vector.
+     * 
+     * @param limits The upper linear limits along the local X, Y, and Z axes.
+     */
+    inline void setLinearUpperLimit(const Vector3& limits);
+
+    /**
+     * Sets the rotation offset for the first rigid body in the constraint.
+     * 
+     * @param rotationOffset The rotation offset.
+     */
+    inline void setRotationOffsetA(const Quaternion& rotationOffset);
+
+    /**
+     * Sets the rotation offset for the second rigid body in the constraint.
+     * 
+     * @param rotationOffset The rotation offset.
+     */
+    inline void setRotationOffsetB(const Quaternion& rotationOffset);
+
+    /**
+     * Sets the translation offset for the first rigid body in the constraint.
+     * 
+     * @param translationOffset The translation offset.
+     */
+    inline void setTranslationOffsetA(const Vector3& translationOffset);
+
+    /**
+     * Sets the translation offset for the second rigid body in the constraint.
+     * 
+     * @param translationOffset The translation offset.
+     */
+    inline void setTranslationOffsetB(const Vector3& translationOffset);
+
+protected:
+    /**
+     * Constructor.
+     *
+     * Note: This should only used by subclasses that do not want
+     * the _constraint member variable to be initialized.
+     */
+    PhysicsGenericConstraint();
+
+    /**
+     * Creates a generic constraint so that the rigid body (or bodies) is
+     * (are) constrained to its (their) current world position(s).
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param b The second rigid body to constrain (optional).
+     */
+    PhysicsGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b);
+
+    /**
+     * Creates a generic constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param rotationOffsetA The rotation offset for the first rigid body 
+     *      (in its local space) with respect to the constraint joint.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param rotationOffsetB The rotation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
+        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+
+    /**
+     * Destructor.
+     */
+    virtual ~PhysicsGenericConstraint();
+
+private:
+    mutable Quaternion* _rotationOffsetA;
+    mutable Quaternion* _rotationOffsetB;
+    mutable Vector3* _translationOffsetA;
+    mutable Vector3* _translationOffsetB;
+};
+
+}
+
+#include "PhysicsGenericConstraint.inl"
+
+#endif

+ 90 - 0
gameplay/src/PhysicsGenericConstraint.inl

@@ -0,0 +1,90 @@
+/**
+ * PhysicsGenericConstraint.inl
+ */
+
+#include "PhysicsGenericConstraint.h"
+
+namespace gameplay
+{
+
+inline const Quaternion& PhysicsGenericConstraint::getRotationOffsetA() const
+{
+    if (!_rotationOffsetA)
+        _rotationOffsetA = new Quaternion();
+
+    btQuaternion ro = static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetA().getRotation();
+    _rotationOffsetA->set(ro.x(), ro.y(), ro.z(), ro.w());
+    return *_rotationOffsetA;
+}
+
+inline const Quaternion& PhysicsGenericConstraint::getRotationOffsetB() const
+{
+    if (!_rotationOffsetB)
+        _rotationOffsetB = new Quaternion();
+
+    btQuaternion ro = static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetB().getRotation();
+    _rotationOffsetB->set(ro.x(), ro.y(), ro.z(), ro.w());
+    return *_rotationOffsetB;
+}
+
+inline const Vector3& PhysicsGenericConstraint::getTranslationOffsetA() const
+{
+    if (!_translationOffsetA)
+        _translationOffsetA = new Vector3();
+
+    btVector3 to = static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetA().getOrigin();
+    _translationOffsetA->set(to.x(), to.y(), to.z());
+    return *_translationOffsetA;
+}
+
+inline const Vector3& PhysicsGenericConstraint::getTranslationOffsetB() const
+{
+    if (!_translationOffsetB)
+        _translationOffsetB = new Vector3();
+
+    btVector3 to = static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetB().getOrigin();
+    _translationOffsetB->set(to.x(), to.y(), to.z());
+    return *_translationOffsetB;
+}
+
+inline void PhysicsGenericConstraint::setAngularLowerLimit(const Vector3& limits)
+{
+    ((btGeneric6DofConstraint*)_constraint)->setAngularLowerLimit(btVector3(limits.x, limits.y, limits.z));
+}
+
+inline void PhysicsGenericConstraint::setAngularUpperLimit(const Vector3& limits)
+{
+    ((btGeneric6DofConstraint*)_constraint)->setAngularUpperLimit(btVector3(limits.x, limits.y, limits.z));
+}
+
+inline void PhysicsGenericConstraint::setLinearLowerLimit(const Vector3& limits)
+{
+    ((btGeneric6DofConstraint*)_constraint)->setLinearLowerLimit(btVector3(limits.x, limits.y, limits.z));
+}
+    
+inline void PhysicsGenericConstraint::setLinearUpperLimit(const Vector3& limits)
+{
+    ((btGeneric6DofConstraint*)_constraint)->setLinearUpperLimit(btVector3(limits.x, limits.y, limits.z));
+}
+
+inline void PhysicsGenericConstraint::setRotationOffsetA(const Quaternion& rotationOffset)
+{
+    static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetA().setRotation(btQuaternion(rotationOffset.x, rotationOffset.y, rotationOffset.z, rotationOffset.w));
+}
+
+inline void PhysicsGenericConstraint::setRotationOffsetB(const Quaternion& rotationOffset)
+{
+    static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetB().setRotation(btQuaternion(rotationOffset.x, rotationOffset.y, rotationOffset.z, rotationOffset.w));
+}
+
+inline void PhysicsGenericConstraint::setTranslationOffsetA(const Vector3& translationOffset)
+{
+    static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetA().setOrigin(btVector3(translationOffset.x, translationOffset.y, translationOffset.z));
+}
+
+inline void PhysicsGenericConstraint::setTranslationOffsetB(const Vector3& translationOffset)
+{
+    static_cast<btGeneric6DofConstraint*>(_constraint)->getFrameOffsetB().setOrigin(btVector3(translationOffset.x, translationOffset.y, translationOffset.z));
+}
+
+}

+ 51 - 0
gameplay/src/PhysicsHingeConstraint.cpp

@@ -0,0 +1,51 @@
+/*
+ * PhysicsHingeConstraint.cpp
+ */
+
+#include "PhysicsHingeConstraint.h"
+
+#include "Node.h"
+
+namespace gameplay
+{
+
+void PhysicsHingeConstraint::setLimits(float minAngle, float maxAngle, float bounciness)
+{
+    // Use the defaults for softness (0.9) and biasFactor (0.3).
+    ((btHingeConstraint*)_constraint)->setLimit(minAngle, maxAngle, 0.9f, 0.3f, bounciness);
+}
+
+PhysicsHingeConstraint::PhysicsHingeConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
+    PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+    : PhysicsConstraint(a, b)
+{
+    // Take scale into account for the first node's translation offset.
+    Vector3 sA;
+    a->getNode()->getWorldMatrix().getScale(&sA);
+    Vector3 tA(translationOffsetA.x * sA.x, translationOffsetA.y * sA.y, translationOffsetA.z * sA.z);
+
+    if (b)
+    {
+        // Take scale into account for the second node's translation offset.
+        Vector3 sB;
+        b->getNode()->getWorldMatrix().getScale(&sB);
+        Vector3 tB(translationOffsetB.x * sB.x, translationOffsetB.y * sB.y, translationOffsetB.z * sB.z);
+
+        btTransform frameInA(btQuaternion(rotationOffsetA.x, rotationOffsetA.y, rotationOffsetA.z, rotationOffsetA.w), btVector3(tA.x, tA.y, tA.z));
+        btTransform frameInB(btQuaternion(rotationOffsetB.x, rotationOffsetB.y, rotationOffsetB.z, rotationOffsetB.w), btVector3(tB.x, tB.y, tB.z));
+        _constraint = new btHingeConstraint(*a->_body, *b->_body, frameInA, frameInB);
+    }
+    else
+    {
+        btTransform frameInA(btQuaternion(rotationOffsetA.x, rotationOffsetA.y, rotationOffsetA.z, rotationOffsetA.w), btVector3(tA.x, tA.y, tA.z));
+        _constraint = new btHingeConstraint(*a->_body, frameInA);
+    }
+}
+
+    
+PhysicsHingeConstraint::~PhysicsHingeConstraint()
+{
+    // DUMMY FUNCTION
+}
+
+}

+ 66 - 0
gameplay/src/PhysicsHingeConstraint.h

@@ -0,0 +1,66 @@
+/*
+ * PhysicsHingeConstraint.h
+ */
+
+#ifndef PHYSICSHINGECONSTRAINT_H_
+#define PHYSICSHINGECONSTRAINT_H_
+
+#include "PhysicsConstraint.h"
+#include "PhysicsRigidBody.h"
+#include "Quaternion.h"
+#include "Vector3.h"
+
+namespace gameplay
+{
+
+/**
+ * Represents a hinge constraint between two rigid bodies
+ * (or one rigid body and the world) where movement is
+ * restricted to rotation about one axis.
+ */
+class PhysicsHingeConstraint : public PhysicsConstraint
+{
+    friend class PhysicsController;
+
+public:
+    /**
+     * Sets the limits (and optionally, some properties) for the hinge.
+     * 
+     * @param minAngle The minimum angle for the hinge.
+     * @param maxAngle The maximum angle for the hinge.
+     * @param bounciness The bounciness of the hinge (this is applied as
+     *      a factor to the incoming velocity when a hinge limit is met in
+     *      order to calculate the outgoing velocity-for example, 0.0 corresponds
+     *      to no bounce and 1.0 corresponds to an outgoing velocity that is equal
+     *      in magnitude to the incoming velocity).
+     */
+    void setLimits(float minAngle, float maxAngle, float bounciness = 1.0f);
+
+private:
+    /**
+     * Creates a hinge constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param rotationOffsetA The rotation offset for the first rigid body 
+     *      (in its local space) with respect to the constraint joint.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param rotationOffsetB The rotation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsHingeConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
+        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+
+    /**
+     * Destructor.
+     */
+    ~PhysicsHingeConstraint();
+};
+
+}
+
+#endif

+ 71 - 0
gameplay/src/PhysicsMotionState.cpp

@@ -0,0 +1,71 @@
+/**
+ * PhysicsMotionState.cpp
+ */
+
+#include "PhysicsMotionState.h"
+
+namespace gameplay
+{
+
+PhysicsMotionState::PhysicsMotionState(Node* node, const Vector3* centerOfMassOffset) : _node(node),
+    _centerOfMassOffset(btTransform::getIdentity())
+{
+    if (centerOfMassOffset)
+    {
+        // Store the center of mass offset.
+        _centerOfMassOffset.setOrigin(btVector3(centerOfMassOffset->x, centerOfMassOffset->y, centerOfMassOffset->z));
+    }
+
+    updateTransformFromNode();
+}
+
+PhysicsMotionState::~PhysicsMotionState()
+{
+}
+
+void PhysicsMotionState::getWorldTransform(btTransform &transform) const
+{
+    if (_node->getPhysicsRigidBody() && _node->getPhysicsRigidBody()->isKinematic())
+        updateTransformFromNode();
+
+    transform = _centerOfMassOffset.inverse() * _worldTransform;
+}
+
+void PhysicsMotionState::setWorldTransform(const btTransform &transform)
+{
+    _worldTransform = transform * _centerOfMassOffset;
+        
+    const btQuaternion& rot = _worldTransform.getRotation();
+    const btVector3& pos = _worldTransform.getOrigin();
+
+    _node->setRotation(rot.x(), rot.y(), rot.z(), rot.w());
+    _node->setTranslation(pos.x(), pos.y(), pos.z());
+}
+
+void PhysicsMotionState::updateTransformFromNode() const
+{
+    // Store the initial world transform (minus the scale) for use by Bullet later on.
+    Quaternion rotation;
+    const Matrix& m = _node->getWorldMatrix();
+    m.getRotation(&rotation);
+
+    if (!_centerOfMassOffset.getOrigin().isZero())
+    {
+        // When there is a center of mass offset, we modify the initial world transformation
+        // so that when physics is initially applied, the object is in the correct location.
+        btQuaternion orientation(rotation.x, rotation.y, rotation.z, rotation.w);
+        btTransform offset = btTransform(orientation, btVector3(0.0f, 0.0f, 0.0f)) * _centerOfMassOffset.inverse();
+
+        btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(),
+            m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(), 
+            m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
+        _worldTransform = btTransform(orientation, origin);
+    }
+    else
+    {
+        _worldTransform = btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w), 
+            btVector3(m.m[12], m.m[13], m.m[14]));
+    }
+}
+
+}

+ 59 - 0
gameplay/src/PhysicsMotionState.h

@@ -0,0 +1,59 @@
+/*
+ * PhysicsMotionState.h
+ */
+
+#ifndef PHYSICSMOTIONSTATE_H_
+#define PHYSICSMOTIONSTATE_H_
+
+#include "Node.h"
+#include "PhysicsRigidBody.h"
+
+namespace gameplay
+{
+
+/**
+ * Interface between GamePlay and Bullet to keep object transforms synchronized properly.
+ * 
+ * @see btMotionState
+ */
+class PhysicsMotionState : public btMotionState
+{
+    friend class PhysicsRigidBody;
+    friend class PhysicsConstraint;
+
+protected:
+    /**
+     * Creates a physics motion state for a rigid body.
+     * 
+     * @param node The node that owns the rigid body that the motion state is being created for.
+     * @param centerOfMassOffset The translation offset to the center of mass of the rigid body.
+     */
+    PhysicsMotionState(Node* node, const Vector3* centerOfMassOffset = NULL);
+
+    /**
+     * Destructor.
+     */
+    virtual ~PhysicsMotionState();
+
+    /**
+     * @see btMotionState#getWorldTransform
+     */
+    virtual void getWorldTransform(btTransform &transform) const;
+
+    /**
+     * @see btMotionState#setWorldTransform
+     */
+    virtual void setWorldTransform(const btTransform &transform);
+
+private:
+    // Updates the motion state's world transform from the GamePlay Node object's world transform.
+    void updateTransformFromNode() const;
+
+    Node* _node;
+    btTransform _centerOfMassOffset;
+    mutable btTransform _worldTransform;
+};
+
+}
+
+#endif

+ 258 - 0
gameplay/src/PhysicsRigidBody.cpp

@@ -0,0 +1,258 @@
+/*
+ * PhysicsRigidBody.cpp
+ */
+
+#include "Base.h"
+#include "Game.h"
+#include "PhysicsController.h"
+#include "PhysicsMotionState.h"
+#include "PhysicsRigidBody.h"
+
+namespace gameplay
+{
+
+const int PhysicsRigidBody::Listener::DIRTY = 0x01;
+const int PhysicsRigidBody::Listener::COLLISION = 0x02;
+const int PhysicsRigidBody::Listener::REGISTERED = 0x04;
+
+PhysicsRigidBody::PhysicsRigidBody(Node* node, PhysicsRigidBody::Type type, float mass, 
+        float friction, float restitution, float linearDamping, float angularDamping)
+        : _shape(NULL), _body(NULL), _node(node), _listeners(NULL), _angularVelocity(NULL),
+        _anisotropicFriction(NULL), _gravity(NULL), _linearVelocity(NULL)
+{
+    switch (type)
+    {
+        case PhysicsRigidBody::SHAPE_BOX:
+        {
+            const BoundingBox& box = node->getModel()->getMesh()->getBoundingBox();
+
+            PhysicsController* physics = Game::getInstance()->getPhysicsController();
+            _shape = physics->getBox(box.min, box.max, btVector3(node->getScaleX(), node->getScaleY(), node->getScaleZ()));
+            
+            // Use the center of the bounding box as the center of mass offset.
+            Vector3 c(box.min, box.max);
+            c.scale(0.5f);
+            c.add(box.min);
+            c.negate();
+
+            if (c.lengthSquared() > MATH_EPSILON)
+                _body = createBulletRigidBody(_shape, mass, node, friction, restitution, linearDamping, angularDamping, &c);
+            else
+                _body = createBulletRigidBody(_shape, mass, node, friction, restitution, linearDamping, angularDamping);
+
+            break;
+        }
+        case PhysicsRigidBody::SHAPE_SPHERE:
+        {
+            const BoundingSphere& sphere = node->getModel()->getMesh()->getBoundingSphere();
+
+            PhysicsController* physics = Game::getInstance()->getPhysicsController();
+            _shape = physics->getSphere(sphere.radius, btVector3(node->getScaleX(), node->getScaleY(), node->getScaleZ()));
+
+            // Use the center of the bounding sphere as the center of mass offset.
+            Vector3 c(sphere.center);
+            c.negate();
+
+            if (c.lengthSquared() > MATH_EPSILON)
+                _body = createBulletRigidBody(_shape, mass, node, friction, restitution, linearDamping, angularDamping, &c);
+            else
+                _body = createBulletRigidBody(_shape, mass, node, friction, restitution, linearDamping, angularDamping);
+
+            break;
+        }
+    }
+
+    // Add the rigid body to the physics world.
+    Game::getInstance()->getPhysicsController()->addRigidBody(this);
+}
+
+PhysicsRigidBody::~PhysicsRigidBody()
+{
+    // Clean up all constraints linked to this rigid body.
+    PhysicsConstraint* ptr = NULL;
+    while (_constraints.size() > 0)
+    {
+        ptr = _constraints.back();
+        _constraints.pop_back();
+        SAFE_DELETE(ptr);
+    }
+
+    // Clean up the rigid body and its related objects.
+    if (_body)
+    {
+        if (_body->getMotionState())
+            delete _body->getMotionState();
+
+        if (_shape)
+            BULLET_DELETE(_shape);
+
+        Game::getInstance()->getPhysicsController()->removeRigidBody(this);
+        BULLET_DELETE(_body);
+    }
+
+    SAFE_DELETE(_listeners);
+    SAFE_DELETE(_angularVelocity);
+    SAFE_DELETE(_anisotropicFriction);
+    SAFE_DELETE(_gravity);
+    SAFE_DELETE(_linearVelocity);
+}
+
+void PhysicsRigidBody::addCollisionListener(Listener* listener, PhysicsRigidBody* body)
+{
+    if (!_listeners)
+        _listeners = new std::vector<Listener*>();
+
+    CollisionPair pair(this, body);
+    listener->_collisionStatus[pair] = PhysicsRigidBody::Listener::REGISTERED;
+
+    _listeners->push_back(listener);
+}
+
+void PhysicsRigidBody::applyForce(const Vector3& force, const Vector3* relativePosition)
+{
+    // If the force is significant enough, activate the rigid body 
+    // to make sure that it isn't sleeping and apply the force.
+    if (force.lengthSquared() > MATH_EPSILON)
+    {
+        _body->activate();
+        if (relativePosition)
+            _body->applyForce(btVector3(force.x, force.y, force.z), btVector3(relativePosition->x, relativePosition->y, relativePosition->z));
+        else
+            _body->applyCentralForce(btVector3(force.x, force.y, force.z));
+    }
+}
+
+void PhysicsRigidBody::applyImpulse(const Vector3& impulse, const Vector3* relativePosition)
+{
+    // If the impulse is significant enough, activate the rigid body 
+    // to make sure that it isn't sleeping and apply the impulse.
+    if (impulse.lengthSquared() > MATH_EPSILON)
+    {
+        _body->activate();
+
+        if (relativePosition)
+        {
+            _body->applyImpulse(btVector3(impulse.x, impulse.y, impulse.z), btVector3(relativePosition->x, relativePosition->y, relativePosition->z));
+        }
+        else
+            _body->applyCentralImpulse(btVector3(impulse.x, impulse.y, impulse.z));
+    }
+}
+
+void PhysicsRigidBody::applyTorque(const Vector3& torque)
+{
+    // If the torque is significant enough, activate the rigid body 
+    // to make sure that it isn't sleeping and apply the torque.
+    if (torque.lengthSquared() > MATH_EPSILON)
+    {
+        _body->activate();
+        _body->applyTorque(btVector3(torque.x, torque.y, torque.z));
+    }
+}
+
+void PhysicsRigidBody::applyTorqueImpulse(const Vector3& torque)
+{
+    // If the torque impulse is significant enough, activate the rigid body 
+    // to make sure that it isn't sleeping and apply the torque impulse.
+    if (torque.lengthSquared() > MATH_EPSILON)
+    {
+        _body->activate();
+        _body->applyTorqueImpulse(btVector3(torque.x, torque.y, torque.z));
+    }
+}
+
+bool PhysicsRigidBody::collidesWith(PhysicsRigidBody* body)
+{
+    static CollidesWithCallback callback;
+
+    callback.result = false;
+    Game::getInstance()->getPhysicsController()->_world->contactPairTest(_body, body->_body, callback);
+    return callback.result;
+}
+
+btRigidBody* PhysicsRigidBody::createBulletRigidBody(btCollisionShape* shape, float mass, Node* node,
+    float friction, float restitution, float linearDamping, float angularDamping, const Vector3* centerOfMassOffset)
+{
+    // If the mass is non-zero, then the object is dynamic
+    // and we need to calculate the local inertia.
+    btVector3 localInertia(0.0, 0.0, 0.0);
+    if (mass != 0.0)
+        shape->calculateLocalInertia(mass, localInertia);
+
+    // Create the Bullet physics rigid body object.
+    PhysicsMotionState* motionState = new PhysicsMotionState(node, centerOfMassOffset);
+    btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, motionState, shape, localInertia);
+    rbInfo.m_friction = friction;
+    rbInfo.m_restitution = restitution;
+    rbInfo.m_linearDamping = linearDamping;
+    rbInfo.m_angularDamping = angularDamping;
+    BULLET_NEW(btRigidBody, body, rbInfo);
+
+    return body;
+}
+
+void PhysicsRigidBody::addConstraint(PhysicsConstraint* constraint)
+{
+    _constraints.push_back(constraint);
+}
+
+void PhysicsRigidBody::removeConstraint(PhysicsConstraint* constraint)
+{
+    for (unsigned int i = 0; i < _constraints.size(); i++)
+    {
+        if (_constraints[i] == constraint)
+        {
+            _constraints.erase(_constraints.begin() + i);
+            break;
+        }
+    }
+}
+
+PhysicsRigidBody::CollisionPair::CollisionPair(PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
+    : _rbA(rbA), _rbB(rbB)
+{
+    // DUMMY FUNCTION
+}
+
+PhysicsRigidBody::Listener::~Listener()
+{
+    // DUMMY FUNCTION
+}
+
+btScalar PhysicsRigidBody::Listener::addSingleResult(btManifoldPoint& cp, const btCollisionObject* a,
+    int partIdA, int indexA, const btCollisionObject* b, int partIdB, int indexB)
+{
+    // Get pointers to the PhysicsRigidBody objects.
+    PhysicsRigidBody* rbA = Game::getInstance()->getPhysicsController()->getPhysicsRigidBody(a);
+    PhysicsRigidBody* rbB = Game::getInstance()->getPhysicsController()->getPhysicsRigidBody(b);
+    
+    // If the given rigid body pair has collided in the past, then
+    // we notify the listener only if the pair was not colliding
+    // during the previous frame. Otherwise, it's a new pair, so notify the listener.
+    CollisionPair pair(rbA, rbB);
+    if (_collisionStatus.count(pair) > 0)
+    {
+        if ((_collisionStatus[pair] & COLLISION) == 0)
+            collisionEvent(pair, Vector3(cp.getPositionWorldOnA().x(), cp.getPositionWorldOnA().y(), cp.getPositionWorldOnA().z()));
+    }
+    else
+    {
+        collisionEvent(pair, Vector3(cp.getPositionWorldOnA().x(), cp.getPositionWorldOnA().y(), cp.getPositionWorldOnA().z()));
+    }
+
+    // Update the collision status cache (we remove the dirty bit
+    // set in the controller's update so that this particular collision pair's
+    // status is not reset to 'no collision' when the controller's update completes).
+    _collisionStatus[pair] &= ~DIRTY;
+    _collisionStatus[pair] |= COLLISION;
+    return 0.0f;
+}
+
+btScalar PhysicsRigidBody::CollidesWithCallback::addSingleResult(btManifoldPoint& cp, const btCollisionObject* a, int partIdA,
+            int indexA, const btCollisionObject* b, int partIdB, int indexB)
+{
+    result = true;
+    return 0.0f;
+}
+
+}

+ 348 - 0
gameplay/src/PhysicsRigidBody.h

@@ -0,0 +1,348 @@
+/*
+ * PhysicsRigidBody.h
+ */
+
+#ifndef PHYSICSRIGIDBODY_H_
+#define PHYSICSRIGIDBODY_H_
+
+#include "Mesh.h"
+#include "PhysicsConstraint.h"
+#include "Transform.h"
+#include "Vector3.h"
+
+namespace gameplay
+{
+
+class Node;
+class PhysicsConstraint;
+
+/**
+ * Defines a class for physics rigid bodies.
+ */
+class PhysicsRigidBody
+{
+    friend class Node;
+    friend class PhysicsConstraint;
+    friend class PhysicsController;
+    friend class PhysicsFixedConstraint;
+    friend class PhysicsGenericConstraint;
+    friend class PhysicsHingeConstraint;
+    friend class PhysicsSocketConstraint;
+    friend class PhysicsSpringConstraint;
+
+public:
+    /**
+     * Represents the different types of rigid bodies.
+     */
+    enum Type
+    {
+        SHAPE_BOX,
+        SHAPE_SPHERE,
+        SHAPE_NONE
+    };
+
+    /** 
+     * Defines a pair of rigid bodies that collided (or may collide).
+     */
+    class CollisionPair
+    {
+    public:
+        /**
+         * Constructor.
+         */
+        CollisionPair(PhysicsRigidBody* rbA, PhysicsRigidBody* rbB);
+
+        /**
+         * Less than operator (needed for use as a key in std::map).
+         * 
+         * @param cp The collision pair to compare.
+         * @return True if this pair is "less than" the given pair; false otherwise.
+         */
+        bool operator<(const CollisionPair& cp) const;
+
+        /** The first rigid body in the collision. */
+        PhysicsRigidBody* _rbA;
+
+        /** The second rigid body in the collision. */
+        PhysicsRigidBody* _rbB;
+    };
+
+    /**
+     * Collision listener interface.
+     */
+    class Listener : public btCollisionWorld::ContactResultCallback
+    {
+        friend class PhysicsRigidBody;
+        friend class PhysicsController;
+
+    public:
+        /**
+         * Destructor.
+         */
+        virtual ~Listener();
+
+        /**
+         * Handles when a collision occurs for the rigid body where this listener is registered.
+         * 
+         * @param collisionPair The two rigid bodies involved in the collision.
+         * @param contactPoint The point (in world space) where the collision occurred.
+         */
+        virtual void collisionEvent(const CollisionPair& collisionPair, const Vector3& contactPoint) = 0;
+
+        /**
+         * Internal function used for Bullet integration (do not use or override).
+         */
+        btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* a, int partIdA,
+            int indexA, const btCollisionObject* b, int partIdB, int indexB);
+        
+    protected:
+        /** Holds the collision status for each pair of rigid bodies. */
+        std::map<CollisionPair, int> _collisionStatus;
+
+    private:
+        // Internal constant.
+        static const int DIRTY;
+        // Internal constant.
+        static const int COLLISION;
+        // Internal constant.
+        static const int REGISTERED;
+    };
+
+    /**
+     * Adds a collision listener for this rigid body.
+     * 
+     * @param listener The listener to add.
+     * @param body Specifies that only collisions with the given rigid body should trigger a notification.
+     */
+    void addCollisionListener(Listener* listener, PhysicsRigidBody* body = NULL);
+
+    /**
+     * Applies the given force to the rigid body (optionally, from the given relative position).
+     * 
+     * @param force The force to be applied.
+     * @param relativePosition The relative position from which to apply the force.
+     */
+    void applyForce(const Vector3& force, const Vector3* relativePosition = NULL);
+
+    /**
+     * Applies the given force impulse to the rigid body (optionally, from the given relative position).
+     * 
+     * @param impulse The force impulse to be applied.
+     * @param relativePosition The relative position from which to apply the force.
+     */
+    void applyImpulse(const Vector3& impulse, const Vector3* relativePosition = NULL);
+
+    /**
+     * Applies the given torque to the rigid body.
+     * 
+     * @param torque The torque to be applied.
+     */
+    void applyTorque(const Vector3& torque);
+
+    /**
+     * Applies the given torque impulse to the rigid body.
+     * 
+     * @param torque The torque impulse to be applied.
+     */
+    void applyTorqueImpulse(const Vector3& torque);
+    
+    /**
+     * Checks if this rigid body collides with the given rigid body.
+     * 
+     * @param body The rigid body to test collision with.
+     * @return True if this rigid body collides with the given rigid body; false otherwise.
+     */
+    bool collidesWith(PhysicsRigidBody* body);
+
+    /**
+     * Gets the rigid body's angular damping.
+     * 
+     * @return The angular damping.
+     */
+    inline float getAngularDamping() const;
+
+    /**
+     * Gets the rigid body's angular velocity.
+     * 
+     * @return The angular velocity.
+     */
+    inline const Vector3& getAngularVelocity() const;
+
+    /**
+     * Gets the rigid body's anisotropic friction.
+     * 
+     * @return The anisotropic friction.
+     */
+    inline const Vector3& getAnisotropicFriction() const;
+
+    /**
+     * Gets the rigid body's friction.
+     * 
+     * @return The friction.
+     */
+    inline float getFriction() const;
+
+    /**
+     * Gets the gravity that affects the rigid body (this can
+     * be different from the global gravity; @see #setGravity).
+     * 
+     * @return The gravity.
+     */
+    inline const Vector3& getGravity() const;
+
+    /**
+     * Gets the rigid body's linear damping.
+     * 
+     * @return The linear damping.
+     */
+    inline float getLinearDamping() const;
+
+    /**
+     * Gets the rigid body's linear velocity.
+     * 
+     * @return The linear velocity.
+     */
+    inline const Vector3& getLinearVelocity() const;
+
+    /**
+     * Gets the node that the rigid body is attached to.
+     * 
+     * @return The node.
+     */
+    inline const Node* getNode() const;
+
+    /**
+     * Gets the rigid body's restitution.
+     * 
+     * @return The restitution.
+     */
+    inline float getRestitution() const;
+
+    /**
+     * Gets whether the rigid body is a kinematic rigid body or not.
+     * 
+     * @return Whether the rigid body is kinematic or not.
+     */
+    inline bool isKinematic() const;
+
+    /**
+     * Sets the rigid body's angular velocity.
+     * 
+     * @param velocity The angular velocity.
+     */
+    inline void setAngularVelocity(const Vector3& velocity);
+
+    /**
+     * Sets the rigid body's anisotropic friction.
+     * 
+     * @param friction The anisotropic friction.
+     */
+    inline void setAnisotropicFriction(const Vector3& friction);
+
+    /**
+     * Sets the rigid body's linear and angular damping.
+     * 
+     * @param linearDamping The linear damping; between 0.0 (minimum) and 1.0 (maximum).
+     * @param angularDamping The angular damping; between 0.0 (minimum) and 1.0 (maximum).
+     */
+    inline void setDamping(float linearDamping, float angularDamping);
+
+    /**
+     * Sets the rigid body's friction.
+     * 
+     * @param friction The friction.
+     */
+    inline void setFriction(float friction);
+
+    /**
+     * Sets the rigid body's gravity (this overrides the global gravity for this rigid body).
+     * 
+     * @param gravity The gravity.
+     */
+    inline void setGravity(const Vector3& gravity);
+
+    /**
+     * Sets whether the rigid body is a kinematic rigid body or not.
+     * 
+     * @param kinematic Whether the rigid body is kinematic or not.
+     */
+    inline void setKinematic(bool kinematic);
+
+    /**
+     * Sets the rigid body's linear velocity.
+     * 
+     * @param velocity The linear velocity.
+     */
+    inline void setLinearVelocity(const Vector3& velocity);
+
+    /**
+     * Sets the rigid body's restitution (or bounciness).
+     * 
+     * @param restitution The restitution.
+     */
+    inline void setRestitution(float restitution);
+
+private:
+    /**
+     * Creates a rigid body.
+     * 
+     * @param node The node to create a rigid body for; note that the node must have
+     *      a model attached to it prior to creating a rigid body for it.
+     * @param type The type of rigid body to set.
+     * @param mass The mass of the rigid body, in kilograms.
+     * @param friction The friction of the rigid body (non-zero values give best simulation results).
+     * @param restitution The restitution of the rigid body (this controls the bounciness of
+     *      the rigid body; use zero for best simulation results).
+     * @param linearDamping The percentage of linear velocity lost per second (between 0.0 and 1.0).
+     * @param angularDamping The percentage of angular velocity lost per second (between 0.0 and 1.0).
+     */
+    PhysicsRigidBody(Node* node, PhysicsRigidBody::Type type, float mass, float friction = 0.5,
+        float restitution = 0.0, float linearDamping = 0.0, float angularDamping = 0.0);
+
+    /**
+     * Destructor.
+     */
+    ~PhysicsRigidBody();
+
+    /**
+     * Private copy constructor to disallow copying.
+     */
+    PhysicsRigidBody(const PhysicsRigidBody& body);
+
+    // Creates the underlying Bullet Physics rigid body object
+    // for a PhysicsRigidBody object using the given parameters.
+    static btRigidBody* createBulletRigidBody(btCollisionShape* shape, float mass, Node* node,
+        float friction, float restitution, float linearDamping, float angularDamping,
+        const Vector3* centerOfMassOffset = NULL);
+
+    // Adds a constraint to this rigid body.
+    void addConstraint(PhysicsConstraint* constraint);
+
+    // Removes a constraint from this rigid body (used by the constraint destructor).
+    void removeConstraint(PhysicsConstraint* constraint);
+
+    // Internal class used to implement the collidesWith(PhysicsRigidBody*) function.
+    struct CollidesWithCallback : public btCollisionWorld::ContactResultCallback
+    {
+        btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* a, int partIdA,
+            int indexA, const btCollisionObject* b, int partIdB, int indexB);
+
+        bool result;
+    };
+
+    btCollisionShape* _shape;
+    btRigidBody* _body;
+    Node* _node;
+    std::vector<PhysicsConstraint*> _constraints;
+    std::vector<Listener*>* _listeners;
+    mutable Vector3* _angularVelocity;
+    mutable Vector3* _anisotropicFriction;
+    mutable Vector3* _gravity;
+    mutable Vector3* _linearVelocity;
+};
+
+}
+
+#include "PhysicsRigidBody.inl"
+
+#endif

+ 146 - 0
gameplay/src/PhysicsRigidBody.inl

@@ -0,0 +1,146 @@
+/**
+ * PhysicsRigidBody.inl
+ */
+
+#include "PhysicsRigidBody.h"
+
+namespace gameplay
+{
+
+inline float PhysicsRigidBody::getAngularDamping() const
+{
+    return _body->getAngularDamping();
+}
+
+inline const Vector3& PhysicsRigidBody::getAngularVelocity() const
+{
+    if (!_angularVelocity)
+        _angularVelocity = new Vector3();
+
+    const btVector3& v = _body->getAngularVelocity();
+    _angularVelocity->set(v.x(), v.y(), v.z());
+    return *_angularVelocity;
+}
+
+inline const Vector3& PhysicsRigidBody::getAnisotropicFriction() const
+{
+    if (!_anisotropicFriction)
+        _anisotropicFriction = new Vector3();
+
+    const btVector3& af = _body->getAnisotropicFriction();
+    _anisotropicFriction->set(af.x(), af.y(), af.z());
+    return *_anisotropicFriction;
+}
+
+inline float PhysicsRigidBody::getFriction() const
+{
+    return _body->getFriction();
+}
+
+inline const Vector3& PhysicsRigidBody::getGravity() const
+{
+    if (!_gravity)
+        _gravity = new Vector3();
+
+    const btVector3& g = _body->getGravity();
+    _gravity->set(g.x(), g.y(), g.z());
+    return *_gravity;
+}
+
+inline float PhysicsRigidBody::getLinearDamping() const
+{
+    return _body->getLinearDamping();
+}
+
+inline const Vector3& PhysicsRigidBody::getLinearVelocity() const
+{
+    if (!_linearVelocity)
+        _linearVelocity = new Vector3();
+
+    const btVector3& v = _body->getLinearVelocity();
+    _linearVelocity->set(v.x(), v.y(), v.z());
+    return *_linearVelocity;
+}
+
+inline const Node* PhysicsRigidBody::getNode() const
+{
+    return _node;
+}
+
+inline float PhysicsRigidBody::getRestitution() const
+{
+    return _body->getRestitution();
+}
+
+inline bool PhysicsRigidBody::isKinematic() const
+{
+    return (_body->getCollisionFlags() & btCollisionObject::CF_KINEMATIC_OBJECT) != 0;
+}
+
+inline void PhysicsRigidBody::setAngularVelocity(const Vector3& velocity)
+{
+    _body->setAngularVelocity(btVector3(velocity.x, velocity.y, velocity.z));
+}
+
+inline void PhysicsRigidBody::setAnisotropicFriction(const Vector3& friction)
+{
+    _body->setAnisotropicFriction(btVector3(friction.x, friction.y, friction.z));
+}
+
+inline void PhysicsRigidBody::setDamping(float linearDamping, float angularDamping)
+{
+    _body->setDamping(linearDamping, angularDamping);
+}
+
+inline void PhysicsRigidBody::setFriction(float friction)
+{
+    _body->setFriction(friction);
+}
+
+inline void PhysicsRigidBody::setGravity(const Vector3& gravity)
+{
+    _body->setGravity(btVector3(gravity.x, gravity.y, gravity.z));
+}
+
+inline void PhysicsRigidBody::setKinematic(bool kinematic)
+{
+    if (kinematic)
+    {
+        _body->setCollisionFlags(_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+        _body->setActivationState(DISABLE_DEACTIVATION);
+    }
+    else
+    {
+        _body->setCollisionFlags(_body->getCollisionFlags() & ~btCollisionObject::CF_KINEMATIC_OBJECT);
+        _body->setActivationState(ACTIVE_TAG);
+    }
+}
+
+inline void PhysicsRigidBody::setLinearVelocity(const Vector3& velocity)
+{
+    _body->setLinearVelocity(btVector3(velocity.x, velocity.y, velocity.z));
+}
+
+inline void PhysicsRigidBody::setRestitution(float restitution)
+{
+    _body->setRestitution(restitution);
+}
+
+inline bool PhysicsRigidBody::CollisionPair::operator<(const CollisionPair& cp) const
+{
+    // If the pairs are equal, then return false.
+    if ((_rbA == cp._rbA && _rbB == cp._rbB) || (_rbA == cp._rbB && _rbB == cp._rbA))
+        return false;
+    else
+    {
+        // We choose to compare based on _rbA arbitrarily.
+        if (_rbA < cp._rbA)
+            return true;
+        else if (_rbA == cp._rbA)
+            return _rbB < cp._rbB;
+        else
+            return false;
+    }
+}
+
+}

+ 58 - 0
gameplay/src/PhysicsSocketConstraint.cpp

@@ -0,0 +1,58 @@
+/**
+ * PhysicsSocketConstraint.cpp
+ */
+
+#include "PhysicsSocketConstraint.h"
+
+#include "Node.h"
+
+namespace gameplay
+{
+
+PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+    : PhysicsConstraint(a, b)
+{
+    if (b)
+    {
+        Vector3 origin = centerOfMassMidpoint(a->getNode(), b->getNode());
+        btTransform frameInA = getTransformOffset(a->getNode(), origin);
+        btTransform frameInB = getTransformOffset(b->getNode(), origin);
+
+        _constraint = new btPoint2PointConstraint(*a->_body, *b->_body, frameInA.getOrigin(), frameInB.getOrigin());
+    }
+    else
+    {
+        _constraint = new btPoint2PointConstraint(*a->_body, btVector3(0.0f, 0.0f, 0.0f));
+    }
+}
+
+PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA, 
+    PhysicsRigidBody* b, const Vector3& translationOffsetB)
+    : PhysicsConstraint(a, b)
+{
+    // Take scale into account for the first node's translation offset.
+    Vector3 sA;
+    a->getNode()->getWorldMatrix().getScale(&sA);
+    Vector3 tA(translationOffsetA.x * sA.x, translationOffsetA.y * sA.y, translationOffsetA.z * sA.z);
+
+    if (b)
+    {
+        // Take scale into account for the second node's translation offset.
+        Vector3 sB;
+        b->getNode()->getWorldMatrix().getScale(&sB);
+        Vector3 tB(translationOffsetB.x * sB.x, translationOffsetB.y * sB.y, translationOffsetB.z * sB.z);
+
+        _constraint = new btPoint2PointConstraint(*a->_body, *b->_body, btVector3(tA.x, tA.y, tA.z), btVector3(tB.x, tB.y, tB.z));
+    }
+    else
+    {
+        _constraint = new btPoint2PointConstraint(*a->_body, btVector3(tA.x, tA.y, tA.z));
+    }
+}
+
+PhysicsSocketConstraint::~PhysicsSocketConstraint()
+{
+    // DUMMY FUNCTION
+}
+
+}

+ 58 - 0
gameplay/src/PhysicsSocketConstraint.h

@@ -0,0 +1,58 @@
+/*
+ * PhysicsSocketConstraint.h
+ */
+
+#ifndef PHYSICSSOCKETCONSTRAINT_H_
+#define PHYSICSSOCKETCONSTRAINT_H_
+
+#include "PhysicsConstraint.h"
+#include "PhysicsRigidBody.h"
+#include "Vector3.h"
+
+namespace gameplay
+{
+
+/**
+ * Represents a ball-socket or point-to-point constraint
+ * between two rigid bodies (or one rigid body and the world)
+ * where rotation is unrestricted about the constraint joint (pivot point).
+ */
+class PhysicsSocketConstraint : public PhysicsConstraint
+{
+    friend class PhysicsController;
+
+private:
+    /**
+     * Creates a socket constraint so that the rigid body (or bodies) is
+     * (are) constrained using its (their) current world position(s) for
+     * the translation offset(s) to the constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param b The second rigid body to constrain (optional).
+     */
+    PhysicsSocketConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b);
+
+    /**
+     * Creates a socket constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA, 
+        PhysicsRigidBody* b, const Vector3& translationOffsetB);
+
+    /**
+     * Destructor.
+     */
+    ~PhysicsSocketConstraint();
+};
+
+}
+
+#endif

+ 67 - 0
gameplay/src/PhysicsSpringConstraint.cpp

@@ -0,0 +1,67 @@
+/**
+ * PhysicsSpringConstraint.cpp
+ */
+
+#include "PhysicsSpringConstraint.h"
+
+#include "Node.h"
+#include "PhysicsRigidBody.h"
+
+namespace gameplay
+{
+
+PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
+{
+    // Initialize the physics rigid body references since we don't call the PhysicsConstraint constructor that does it properly automatically.
+    _a = a;
+    _b = b;
+
+    Vector3 origin = centerOfMassMidpoint(a->getNode(), b->getNode());
+    _constraint = new btGeneric6DofSpringConstraint(*a->_body, *b->_body, getTransformOffset(a->getNode(), origin), getTransformOffset(b->getNode(), origin), true);
+}
+
+PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
+    PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+{
+    // Initialize the physics rigid body references since we don't call the PhysicsConstraint constructor that does it properly automatically.
+    _a = a;
+    _b = b;
+
+    // Take scale into account for the translation offsets.
+    Vector3 sA;
+    a->getNode()->getWorldMatrix().getScale(&sA);
+    Vector3 tA(translationOffsetA.x * sA.x, translationOffsetA.y * sA.y, translationOffsetA.z * sA.z);
+
+    Vector3 sB;
+    b->getNode()->getWorldMatrix().getScale(&sB);
+    Vector3 tB(translationOffsetB.x * sB.x, translationOffsetB.y * sB.y, translationOffsetB.z * sB.z);
+
+    btTransform frameInA(btQuaternion(rotationOffsetA.x, rotationOffsetA.y, rotationOffsetA.z, rotationOffsetA.w), btVector3(tA.x, tA.y, tA.z));
+    btTransform frameInB(btQuaternion(rotationOffsetB.x, rotationOffsetB.y, rotationOffsetB.z, rotationOffsetB.w), btVector3(tB.x, tB.y, tB.z));
+    _constraint = new btGeneric6DofSpringConstraint(*a->_body, *b->_body, frameInA, frameInB, true);
+}
+
+PhysicsSpringConstraint::~PhysicsSpringConstraint()
+{
+    // DUMMY FUNCTION
+}
+
+void PhysicsSpringConstraint::setStrength(SpringProperty property, float strength)
+{
+    if (strength < MATH_EPSILON)
+        ((btGeneric6DofSpringConstraint*)_constraint)->enableSpring(property, false);
+    else
+    {
+        ((btGeneric6DofSpringConstraint*)_constraint)->enableSpring(property, true);
+        ((btGeneric6DofSpringConstraint*)_constraint)->setStiffness(property, strength);
+        ((btGeneric6DofSpringConstraint*)_constraint)->setEquilibriumPoint(property);
+    }
+}
+
+void PhysicsSpringConstraint::setDamping(SpringProperty property, float damping)
+{
+    ((btGeneric6DofSpringConstraint*)_constraint)->setDamping(property, damping);
+    ((btGeneric6DofSpringConstraint*)_constraint)->setEquilibriumPoint(property);
+}
+
+}

+ 196 - 0
gameplay/src/PhysicsSpringConstraint.h

@@ -0,0 +1,196 @@
+/*
+ * PhysicsSpringConstraint.h
+ */
+
+#ifndef PHYSICSSPRINGCONSTRAINT_H_
+#define PHYSICSSPRINGCONSTRAINT_H_
+
+#include "PhysicsGenericConstraint.h"
+
+namespace gameplay
+{
+
+/**
+ * Represents a generic spring constraint between two
+ * rigid bodies (or one rigid body and the world)
+ * where the spring strength and damping can be set
+ * for all six degrees of freedom.
+ */
+class PhysicsSpringConstraint : public PhysicsGenericConstraint
+{
+    friend class PhysicsController;
+
+public:
+    /**
+     * Sets the angular damping along the constraint's local X axis.
+     * 
+     * @param damping The angular damping value.
+     */
+    inline void setAngularDampingX(float damping);
+
+    /**
+     * Sets the angular damping along the constraint's local Y axis.
+     * 
+     * @param damping The angular damping value.
+     */
+    inline void setAngularDampingY(float damping);
+
+    /**
+     * Sets the angular damping along the constraint's local Z axis.
+     * 
+     * @param damping The angular damping value.
+     */
+    inline void setAngularDampingZ(float damping);
+
+    /**
+     * Sets the angular strength along the constraint's local X axis.
+     *
+     * Note: setting the strength to a non-zero value enables the
+     * spring for angular movement about the X axis (setting to zero disables it).
+     * 
+     * @param strength The angular strength value.
+     */
+    inline void setAngularStrengthX(float strength);
+
+    /**
+     * Sets the angular strength along the constraint's local Y axis.
+     *
+     * Note: setting the strength to a non-zero value enables the
+     * spring for angular movement about the Y axis (setting to zero disables it).
+     * 
+     * @param strength The angular strength value.
+     */
+    inline void setAngularStrengthY(float strength);
+
+    /**
+     * Sets the angular strength along the constraint's local Z axis.
+     *
+     * Note: setting the strength to a non-zero value enables the
+     * spring for angular movement about the Z axis (setting to zero disables it).
+     * 
+     * @param strength The angular strength value.
+     */
+    inline void setAngularStrengthZ(float strength);
+
+    /**
+     * Sets the linear damping along the constraint's local X axis.
+     * 
+     * @param damping The linear damping value.
+     */
+    inline void setLinearDampingX(float damping);
+
+    /**
+     * Sets the linear damping along the constraint's local Y axis.
+     * 
+     * @param damping The linear damping value.
+     */
+    inline void setLinearDampingY(float damping);
+
+    /**
+     * Sets the linear damping along the constraint's local Z axis.
+     * 
+     * @param damping The linear damping value.
+     */
+    inline void setLinearDampingZ(float damping);
+
+    /**
+     * Sets the linear strength along the constraint's local X axis.
+     *
+     * Note: setting the strength to a non-zero value enables the
+     * spring for linear movement along the X axis (setting to zero disables it).
+     * 
+     * @param strength The linear strength value.
+     */
+    inline void setLinearStrengthX(float strength);
+
+    /**
+     * Sets the linear strength along the constraint's local Y axis.
+     *
+     * Note: setting the strength to a non-zero value enables the
+     * spring for linear movement along the Y axis (setting to zero disables it).
+     * 
+     * @param strength The linear strength value.
+     */
+    inline void setLinearStrengthY(float strength);
+
+    /**
+     * Sets the linear strength along the constraint's local Z axis.
+     *
+     * Note: setting the strength to a non-zero value enables the
+     * spring for linear movement along the Z axis (setting to zero disables it).
+     * 
+     * @param strength The linear strength value.
+     */
+    inline void setLinearStrengthZ(float strength);
+
+private:
+    // Represents the different properties that
+    // can be set on the spring constraint.
+    // 
+    // (Note: the values map to the index parameter
+    // used in the member functions of the Bullet
+    // class btGeneric6DofSpringConstraint.)
+    enum SpringProperty
+    {
+        LINEAR_X = 0,
+        LINEAR_Y,
+        LINEAR_Z,
+        ANGULAR_X,
+        ANGULAR_Y,
+        ANGULAR_Z
+    };
+
+    /**
+     * Creates a spring constraint so that the rigid body (or bodies) is
+     * (are) constrained using its (their) current world position(s) for
+     * the translation offset(s) to the constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param b The second rigid body to constrain (optional).
+     */
+    PhysicsSpringConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b);
+
+    /**
+     * Creates a spring constraint.
+     * 
+     * @param a The first (possibly only) rigid body to constrain. If this is the only rigid
+     *      body specified the constraint applies between it and the global physics world object.
+     * @param rotationOffsetA The rotation offset for the first rigid body 
+     *      (in its local space) with respect to the constraint joint.
+     * @param translationOffsetA The translation offset for the first rigid body
+     *      (in its local space) with respect to the constraint joint.
+     * @param b The second rigid body to constrain (optional).
+     * @param rotationOffsetB The rotation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     * @param translationOffsetB The translation offset for the second rigid body
+     *      (in its local space) with respect to the constraint joint (optional).
+     */
+    PhysicsSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
+        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+
+    /**
+     * Destructor.
+     */
+    ~PhysicsSpringConstraint();
+
+    // Sets the strength for the given angular/linear 
+    // X/Y/Z axis combination determined by the given index.
+    // 
+    // See the Bullet class btGeneric6DofSpringConstraint
+    // for more information.
+    void setStrength(SpringProperty property, float strength);
+
+    // Sets the damping for the given angular/linear 
+    // X/Y/Z axis combination determined by the given index.
+    // 
+    // See the Bullet class btGeneric6DofSpringConstraint
+    // for more information.
+    void setDamping(SpringProperty property, float damping);
+};
+
+}
+
+#include "PhysicsSpringConstraint.inl"
+
+#endif

+ 70 - 0
gameplay/src/PhysicsSpringConstraint.inl

@@ -0,0 +1,70 @@
+/**
+ * PhysicsSpringConstraint.inl
+ */
+
+#include "PhysicsSpringConstraint.h"
+
+namespace gameplay
+{
+
+inline void PhysicsSpringConstraint::setAngularDampingX(float damping)
+{
+    setDamping(ANGULAR_X, damping);
+}
+
+inline void PhysicsSpringConstraint::setAngularDampingY(float damping)
+{
+    setDamping(ANGULAR_Y, damping);
+}
+
+inline void PhysicsSpringConstraint::setAngularDampingZ(float damping)
+{
+    setDamping(ANGULAR_Z, damping);
+}
+
+inline void PhysicsSpringConstraint::setAngularStrengthX(float strength)
+{
+    setStrength(ANGULAR_X, strength);
+}
+
+inline void PhysicsSpringConstraint::setAngularStrengthY(float strength)
+{
+    setStrength(ANGULAR_Y, strength);
+}
+
+inline void PhysicsSpringConstraint::setAngularStrengthZ(float strength)
+{
+    setStrength(ANGULAR_Z, strength);
+}
+
+inline void PhysicsSpringConstraint::setLinearDampingX(float damping)
+{
+    setDamping(LINEAR_X, damping);
+}
+
+inline void PhysicsSpringConstraint::setLinearDampingY(float damping)
+{
+    setDamping(LINEAR_Y, damping);
+}
+
+inline void PhysicsSpringConstraint::setLinearDampingZ(float damping)
+{
+    setDamping(LINEAR_Z, damping);
+}
+
+inline void PhysicsSpringConstraint::setLinearStrengthX(float strength)
+{
+    setStrength(LINEAR_X, strength);
+}
+
+inline void PhysicsSpringConstraint::setLinearStrengthY(float strength)
+{
+    setStrength(LINEAR_Y, strength);
+}
+
+inline void PhysicsSpringConstraint::setLinearStrengthZ(float strength)
+{
+    setStrength(LINEAR_Z, strength);
+}
+
+}

+ 325 - 14
gameplay/src/PlatformQNX.cpp

@@ -42,6 +42,324 @@ PFNGLISVERTEXARRAYOESPROC glIsVertexArray = NULL;
 namespace gameplay
 {
 
+// Gets the Input::Key enumeration constant that corresponds to the given QNX key code.
+static Input::Key getGameplayInputKey(int qnxKeycode)
+{
+    switch (qnxKeycode)
+    {
+    case KEYCODE_SYSREQ:
+        return Input::KEY_SYSREQ;
+    case KEYCODE_BREAK:
+        return Input::KEY_BREAK;
+    case KEYCODE_MENU:
+        return Input::KEY_MENU;
+    case KEYCODE_KP_ENTER:
+        return Input::KEY_KP_ENTER;
+    case KEYCODE_PAUSE:
+        return Input::KEY_PAUSE;
+    case KEYCODE_SCROLL_LOCK:
+        return Input::KEY_SCROLL_LOCK;
+    case KEYCODE_PRINT:
+        return Input::KEY_PRINT;
+    case KEYCODE_ESCAPE:
+        return Input::KEY_ESCAPE;
+    case KEYCODE_BACKSPACE:
+        return Input::KEY_BACKSPACE;
+    case KEYCODE_BACK_TAB:
+        return Input::KEY_BACK_TAB;
+    case KEYCODE_TAB:
+        return Input::KEY_TAB;
+    case KEYCODE_RETURN:
+        return Input::KEY_RETURN;
+    case KEYCODE_CAPS_LOCK:
+        return Input::KEY_CAPS_LOCK;
+    case KEYCODE_LEFT_SHIFT:
+        return Input::KEY_LEFT_SHIFT;
+    case KEYCODE_RIGHT_SHIFT:
+        return Input::KEY_RIGHT_SHIFT;
+    case KEYCODE_LEFT_CTRL:
+        return Input::KEY_LEFT_CTRL;
+    case KEYCODE_RIGHT_CTRL:
+        return Input::KEY_RIGHT_CTRL;
+    case KEYCODE_LEFT_ALT:
+        return Input::KEY_LEFT_ALT;
+    case KEYCODE_RIGHT_ALT:
+        return Input::KEY_RIGHT_ALT;
+    case KEYCODE_LEFT_HYPER:
+        return Input::KEY_LEFT_HYPER;
+    case KEYCODE_RIGHT_HYPER:
+        return Input::KEY_RIGHT_HYPER;
+    case KEYCODE_INSERT:
+        return Input::KEY_INSERT;
+    case KEYCODE_HOME:
+        return Input::KEY_HOME;
+    case KEYCODE_PG_UP:
+        return Input::KEY_PG_UP;
+    case KEYCODE_DELETE:
+        return Input::KEY_DELETE;
+    case KEYCODE_END:
+        return Input::KEY_END;
+    case KEYCODE_PG_DOWN:
+        return Input::KEY_PG_DOWN;
+    case KEYCODE_LEFT:
+        return Input::KEY_LEFT_ARROW;
+    case KEYCODE_RIGHT:
+        return Input::KEY_RIGHT_ARROW;
+    case KEYCODE_UP:
+        return Input::KEY_UP_ARROW;
+    case KEYCODE_DOWN:
+        return Input::KEY_DOWN_ARROW;
+    case KEYCODE_NUM_LOCK:
+        return Input::KEY_NUM_LOCK;
+    case KEYCODE_KP_PLUS:
+        return Input::KEY_KP_PLUS;
+    case KEYCODE_KP_MINUS:
+        return Input::KEY_KP_MINUS;
+    case KEYCODE_KP_MULTIPLY:
+        return Input::KEY_KP_MULTIPLY;
+    case KEYCODE_KP_DIVIDE:
+        return Input::KEY_KP_DIVIDE;
+    case KEYCODE_KP_HOME:
+        return Input::KEY_KP_HOME;
+    case KEYCODE_KP_UP:
+        return Input::KEY_KP_UP;
+    case KEYCODE_KP_PG_UP:
+        return Input::KEY_KP_PG_UP;
+    case KEYCODE_KP_LEFT:
+        return Input::KEY_KP_LEFT;
+    case KEYCODE_KP_FIVE:
+        return Input::KEY_KP_FIVE;
+    case KEYCODE_KP_RIGHT:
+        return Input::KEY_KP_RIGHT;
+    case KEYCODE_KP_END:
+        return Input::KEY_KP_END;
+    case KEYCODE_KP_DOWN:
+        return Input::KEY_KP_DOWN;
+    case KEYCODE_KP_PG_DOWN:
+        return Input::KEY_KP_PG_DOWN;
+    case KEYCODE_KP_INSERT:
+        return Input::KEY_KP_INSERT;
+    case KEYCODE_KP_DELETE:
+        return Input::KEY_KP_DELETE;
+    case KEYCODE_F1:
+        return Input::KEY_F1;
+    case KEYCODE_F2:
+        return Input::KEY_F2;
+    case KEYCODE_F3:
+        return Input::KEY_F3;
+    case KEYCODE_F4:
+        return Input::KEY_F4;
+    case KEYCODE_F5:
+        return Input::KEY_F5;
+    case KEYCODE_F6:
+        return Input::KEY_F6;
+    case KEYCODE_F7:
+        return Input::KEY_F7;
+    case KEYCODE_F8:
+        return Input::KEY_F8;
+    case KEYCODE_F9:
+        return Input::KEY_F9;
+    case KEYCODE_F10:
+        return Input::KEY_F10;
+    case KEYCODE_F11:
+        return Input::KEY_F11;
+    case KEYCODE_F12:
+        return Input::KEY_F12;
+    case KEYCODE_SPACE:
+        return Input::KEY_SPACE;
+    case KEYCODE_RIGHT_PAREN:
+        return Input::KEY_RIGHT_PARENTHESIS;
+    case KEYCODE_ZERO:
+        return Input::KEY_ZERO;
+    case KEYCODE_EXCLAM:
+        return Input::KEY_EXCLAM;
+    case KEYCODE_ONE:
+        return Input::KEY_ONE;
+    case KEYCODE_AT:
+        return Input::KEY_AT;
+    case KEYCODE_TWO:
+        return Input::KEY_TWO;
+    case KEYCODE_NUMBER:
+        return Input::KEY_NUMBER;
+    case KEYCODE_THREE:
+        return Input::KEY_THREE;
+    case KEYCODE_DOLLAR:
+        return Input::KEY_DOLLAR;
+    case KEYCODE_FOUR:
+        return Input::KEY_FOUR;
+    case KEYCODE_PERCENT:
+        return Input::KEY_PERCENT;
+    case KEYCODE_FIVE:
+        return Input::KEY_FIVE;
+    case KEYCODE_CIRCUMFLEX:
+        return Input::KEY_CIRCUMFLEX;
+    case KEYCODE_SIX:
+        return Input::KEY_SIX;
+    case KEYCODE_AMPERSAND:
+        return Input::KEY_AMPERSAND;
+    case KEYCODE_SEVEN:
+        return Input::KEY_SEVEN;
+    case KEYCODE_ASTERISK:
+        return Input::KEY_ASTERISK;
+    case KEYCODE_EIGHT:
+        return Input::KEY_EIGHT;
+    case KEYCODE_LEFT_PAREN:
+        return Input::KEY_LEFT_PARENTHESIS;
+    case KEYCODE_NINE:
+        return Input::KEY_NINE;
+    case KEYCODE_EQUAL:
+        return Input::KEY_EQUAL;
+    case KEYCODE_PLUS:
+        return Input::KEY_PLUS;
+    case KEYCODE_LESS_THAN:
+        return Input::KEY_LESS_THAN;
+    case KEYCODE_COMMA:
+        return Input::KEY_COMMA;
+    case KEYCODE_UNDERSCORE:
+        return Input::KEY_UNDERSCORE;
+    case KEYCODE_MINUS:
+        return Input::KEY_MINUS;
+    case KEYCODE_GREATER_THAN:
+        return Input::KEY_GREATER_THAN;
+    case KEYCODE_PERIOD:
+        return Input::KEY_PERIOD;
+    case KEYCODE_COLON:
+        return Input::KEY_COLON;
+    case KEYCODE_SEMICOLON:
+        return Input::KEY_SEMICOLON;
+    case KEYCODE_QUESTION:
+        return Input::KEY_QUESTION;
+    case KEYCODE_SLASH:
+        return Input::KEY_SLASH;
+    case KEYCODE_GRAVE:
+        return Input::KEY_GRAVE;
+    case KEYCODE_TILDE:
+        return Input::KEY_TILDE;
+    case KEYCODE_LEFT_BRACE:
+        return Input::KEY_LEFT_BRACE;
+    case KEYCODE_LEFT_BRACKET:
+        return Input::KEY_LEFT_BRACKET;
+    case KEYCODE_BAR:
+        return Input::KEY_BAR;
+    case KEYCODE_BACK_SLASH:
+        return Input::KEY_BACK_SLASH;
+    case KEYCODE_RIGHT_BRACE:
+        return Input::KEY_RIGHT_BRACE;
+    case KEYCODE_RIGHT_BRACKET:
+        return Input::KEY_RIGHT_BRACKET;
+    case KEYCODE_QUOTE:
+        return Input::KEY_QUOTE;
+    case KEYCODE_APOSTROPHE:
+        return Input::KEY_APOSTROPHE;
+    case KEYCODE_CAPITAL_A:
+        return Input::KEY_CAPITAL_A;
+    case KEYCODE_A:
+        return Input::KEY_A;
+    case KEYCODE_CAPITAL_B:
+        return Input::KEY_CAPITAL_B;
+    case KEYCODE_B:
+        return Input::KEY_B;
+    case KEYCODE_CAPITAL_C:
+        return Input::KEY_CAPITAL_C;
+    case KEYCODE_C:
+        return Input::KEY_C;
+    case KEYCODE_CAPITAL_D:
+        return Input::KEY_CAPITAL_D;
+    case KEYCODE_D:
+        return Input::KEY_D;
+    case KEYCODE_CAPITAL_E:
+        return Input::KEY_CAPITAL_E;
+    case KEYCODE_E:
+        return Input::KEY_E;
+    case KEYCODE_CAPITAL_F:
+        return Input::KEY_CAPITAL_F;
+    case KEYCODE_F:
+        return Input::KEY_F;
+    case KEYCODE_CAPITAL_G:
+        return Input::KEY_CAPITAL_G;
+    case KEYCODE_G:
+        return Input::KEY_G;
+    case KEYCODE_CAPITAL_H:
+        return Input::KEY_CAPITAL_H;
+    case KEYCODE_H:
+        return Input::KEY_H;
+    case KEYCODE_CAPITAL_I:
+        return Input::KEY_CAPITAL_I;
+    case KEYCODE_I:
+        return Input::KEY_I;
+    case KEYCODE_CAPITAL_J:
+        return Input::KEY_CAPITAL_J;
+    case KEYCODE_J:
+        return Input::KEY_J;
+    case KEYCODE_CAPITAL_K:
+        return Input::KEY_CAPITAL_K;
+    case KEYCODE_K:
+        return Input::KEY_K;
+    case KEYCODE_CAPITAL_L:
+        return Input::KEY_CAPITAL_L;
+    case KEYCODE_L:
+        return Input::KEY_L;
+    case KEYCODE_CAPITAL_M:
+        return Input::KEY_CAPITAL_M;
+    case KEYCODE_M:
+        return Input::KEY_M;
+    case KEYCODE_CAPITAL_N:
+        return Input::KEY_CAPITAL_N;
+    case KEYCODE_N:
+        return Input::KEY_N;
+    case KEYCODE_CAPITAL_O:
+        return Input::KEY_CAPITAL_O;
+    case KEYCODE_O:
+        return Input::KEY_O;
+    case KEYCODE_CAPITAL_P:
+        return Input::KEY_CAPITAL_P;
+    case KEYCODE_P:
+        return Input::KEY_P;
+    case KEYCODE_CAPITAL_Q:
+        return Input::KEY_CAPITAL_Q;
+    case KEYCODE_Q:
+        return Input::KEY_Q;
+    case KEYCODE_CAPITAL_R:
+        return Input::KEY_CAPITAL_R;
+    case KEYCODE_R:
+        return Input::KEY_R;
+    case KEYCODE_CAPITAL_S:
+        return Input::KEY_CAPITAL_S;
+    case KEYCODE_S:
+        return Input::KEY_S;
+    case KEYCODE_CAPITAL_T:
+        return Input::KEY_CAPITAL_T;
+    case KEYCODE_T:
+        return Input::KEY_T;
+    case KEYCODE_CAPITAL_U:
+        return Input::KEY_CAPITAL_U;
+    case KEYCODE_U:
+        return Input::KEY_U;
+    case KEYCODE_CAPITAL_V:
+        return Input::KEY_CAPITAL_V;
+    case KEYCODE_V:
+        return Input::KEY_V;
+    case KEYCODE_CAPITAL_W:
+        return Input::KEY_CAPITAL_W;
+    case KEYCODE_W:
+        return Input::KEY_W;
+    case KEYCODE_CAPITAL_X:
+        return Input::KEY_CAPITAL_X;
+    case KEYCODE_X:
+        return Input::KEY_X;
+    case KEYCODE_CAPITAL_Y:
+        return Input::KEY_CAPITAL_Y;
+    case KEYCODE_Y:
+        return Input::KEY_Y;
+    case KEYCODE_CAPITAL_Z:
+        return Input::KEY_CAPITAL_Z;
+    case KEYCODE_Z:
+        return Input::KEY_Z;
+    default:
+        return Input::KEY_NONE;
+    }
+}
+
 extern void printError(const char* format, ...)
 {
     va_list argptr;
@@ -404,18 +722,8 @@ int Platform::enterMessagePump()
                         screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_KEY_FLAGS, &flags);
                         screen_get_event_property_iv(__screenEvent, SCREEN_PROPERTY_KEY_SYM, &value);
                         int keyEvent = flags & KEY_DOWN ? Input::KEYEVENT_DOWN : Input::KEYEVENT_UP;
-                        switch (value)
-                        {
-                            case KEYCODE_A:
-                                Game::getInstance()->keyPress(Input::KEY_A, keyEvent);
-                                break;
-                            case KEYCODE_B:
-                                Game::getInstance()->keyPress(Input::KEY_B, keyEvent);
-                                break;
-                            case KEYCODE_P:
-                                Game::getInstance()->keyPress(Input::KEY_P, keyEvent);
-                                break;
-                        }
+                        Game::getInstance()->keyPress(getGameplayInputKey(value), keyEvent);
+                        break;
                     }
                 }
             }
@@ -433,6 +741,10 @@ int Platform::enterMessagePump()
             }
         }
 
+        // If we are done, then exit.
+        if (_game->getState() == Game::UNINITIALIZED)
+            break;
+
         // Idle time (no events left to process) is spent rendering.
         // We skip rendering when the window is not visible or the app is paused.
         if (visible && _game->getState() != Game::PAUSED)
@@ -455,14 +767,13 @@ int Platform::enterMessagePump()
             rc = eglSwapBuffers(__eglDisplay, __eglSurface);
             if (rc != EGL_TRUE)
             {
+                _game->exit();
                 perror("eglSwapBuffers");
                 break;
             }
         }
     }
 
-    _game->exit();
-
     screen_stop_events(__screenContext);
     bps_shutdown();
     screen_destroy_context(__screenContext);

+ 8 - 4
gameplay/src/PlatformWin32.cpp

@@ -78,13 +78,13 @@ static gameplay::Input::Key getGameplayInputKey(WPARAM win32KeyCode, bool shiftD
     case VK_NEXT:
         return gameplay::Input::KEY_PG_DOWN;
     case VK_LEFT:
-        return gameplay::Input::KEY_LEFT;
+        return gameplay::Input::KEY_LEFT_ARROW;
     case VK_RIGHT:
-        return gameplay::Input::KEY_RIGHT;
+        return gameplay::Input::KEY_RIGHT_ARROW;
     case VK_UP:
-        return gameplay::Input::KEY_UP;
+        return gameplay::Input::KEY_UP_ARROW;
     case VK_DOWN:
-        return gameplay::Input::KEY_DOWN;
+        return gameplay::Input::KEY_DOWN_ARROW;
     case VK_NUMLOCK:
         return gameplay::Input::KEY_NUM_LOCK;
     case VK_ADD:
@@ -527,6 +527,10 @@ int Platform::enterMessagePump()
             _game->frame();
             SwapBuffers(__hdc);
         }
+
+        // If we are done, then exit.
+        if (_game->getState() == Game::UNINITIALIZED)
+            break;
     }
 
     return msg.wParam;

+ 90 - 84
gameplay/src/Properties.h

@@ -25,100 +25,106 @@ namespace gameplay
  *
  * Here's an example of a simple
  * file that uses all the available features of the markup language:
- *
- * --- File Start: example.properties ---
- *
- * // This is a comment.
- *
- * // This property is in the default namespace:
- * integerProperty = 5
- *
- * // This line defines a namespace of type "mynamespace" without an ID:
- * mynamespace
- * {
- *      // This namespace can be retrieved by searching for its ID, "spriteTexture":
- *      texture spriteTexture 
- *      {
- *          fileName = sprite.png
- *          width = 64
- *          height = 64
- *      }
- *
- *      // This property is in the "space" namespace:
- *      booleanProperty = true
- *
- *      // It's legal to have a name without a value if you leave out the '=' character:
- *      foo
- *
- *      // In fact, the '=' character is optional if you'd rather write:
- *      bar 23
- *
- *      // But don't write this or you'll get an error:
- *      // illegalProperty =
- *
- *      // Or this:
- *      // = 15
- *
- *      // Properties objects let you retrieve values as various types.
- *      floatProperty = 3.333
- *      stringProperty = This is a string.
- *      vector3Property = 1.0, 5.0, 3.55
- *      colorProperty = 1.0, 0.4, 0.0, 1.0
- * }
- * --- File End ---
- *
+ 
+\verbatim
+--- File Start: example.properties ---
+ 
+// This is a comment.
+ 
+// This property is in the default namespace:
+integerProperty = 5
+ 
+// This line defines a namespace of type "mynamespace" without an ID:
+mynamespace
+{
+    // This namespace can be retrieved by searching for its ID, "spriteTexture":
+    texture spriteTexture 
+    {
+        fileName = sprite.png
+        width = 64
+        height = 64
+    }
+ 
+    // This property is in the "space" namespace:
+    booleanProperty = true
+ 
+    // It's legal to have a name without a value if you leave out the '=' character:
+    foo
+ 
+    // In fact, the '=' character is optional if you'd rather write:
+    bar 23
+ 
+    // But don't write this or you'll get an error:
+    // illegalProperty =
+ 
+    // Or this:
+    // = 15
+ 
+    // Properties objects let you retrieve values as various types.
+    floatProperty = 3.333
+    stringProperty = This is a string.
+    vector3Property = 1.0, 5.0, 3.55
+    colorProperty = 1.0, 0.4, 0.0, 1.0
+}
+--- File End ---
+\endverbatim
+ 
  * Retrieving information out of a file like this could be done in two ways.  If the
  * available namespaces and name/value pairs are known in advance they can be queried by ID or name.
  * For example, if the namespace "spriteTexture" and its properties are required then they can
  * be retrieved with a call to getNamespace() followed by calls to getString() and getInt().
  * A namespace is stored and retrieved as a Properties object.
  * Reading the spriteTexture properties out of the file above in this way could be done with the following code:
- *
- *      // Create the top-level Properties object.
- *      Properties* properties = Properties::create("example.properties");
- *      // Retrieve the "spriteTexture" namespace.
- *      Properties* spriteTexture = properties->getNamespace("spriteTexture");
- *
- *      // Get the values of known texture properties out of the namespace.
- *      const char* fileName = spriteTexture->getString("fileName");
- *      int width = spriteTexture->getInt("width");
- *      int height = spriteTexture->getInt("height");
- *
- *      // Deleting the top-level Properties object will clean up all nested namespaces.
- *      SAFE_DELETE(properties);
- *
+ 
+\verbatim
+// Create the top-level Properties object.
+Properties* properties = Properties::create("example.properties");
+// Retrieve the "spriteTexture" namespace.
+Properties* spriteTexture = properties->getNamespace("spriteTexture");
+ 
+// Get the values of known texture properties out of the namespace.
+const char* fileName = spriteTexture->getString("fileName");
+int width = spriteTexture->getInt("width");
+int height = spriteTexture->getInt("height");
+ 
+// Deleting the top-level Properties object will clean up all nested namespaces.
+SAFE_DELETE(properties);
+\endverbatim
+
  * On the other hand, if the structure of the file is not known in advance its 
  * namespaces and name/value pairs can be retrieved one by one using the getNextNamespace()
  * and getNextProperty() methods.  The following method prints the contents of any properties file
  * to the console:
- *
- * void printProperties(Properties* properties)
- * {
- *     // Print the name and ID of the current namespace.
- *     const char* spacename = properties->getNamespace();
- *     const char* id = properties->getID();
- *     WARN_VARG("Namespace: %s  ID: %s\n{", spacename, id);
- *
- *     // Print all properties in this namespace.
- *     const char* name = properties->getNextProperty();
- *     const char* value = NULL;
- *     while (name != NULL)
- *     {
- *         value = properties->getString(name);
- *         WARN_VARG("%s = %s", name, value);
- *         name = properties->getNextProperty();
- *     }
- *     WARN("}\n");
- *
- *     // Print the properties of every namespace within this one.
- *     Properties* space = properties->getNextNamespace();
- *     while (space != NULL)
- *     {
- *         printProperties(space);
- *         space = properties->getNextNamespace();
- *     }
- *  }
- *
+ 
+\verbatim
+void printProperties(Properties* properties)
+{
+    // Print the name and ID of the current namespace.
+    const char* spacename = properties->getNamespace();
+    const char* id = properties->getID();
+    WARN_VARG("Namespace: %s  ID: %s\n{", spacename, id);
+ 
+    // Print all properties in this namespace.
+    const char* name = properties->getNextProperty();
+    const char* value = NULL;
+    while (name != NULL)
+    {
+        value = properties->getString(name);
+        WARN_VARG("%s = %s", name, value);
+        name = properties->getNextProperty();
+    }
+    WARN("}\n");
+ 
+    // Print the properties of every namespace within this one.
+    Properties* space = properties->getNextNamespace();
+    while (space != NULL)
+    {
+        printProperties(space);
+        space = properties->getNextNamespace();
+    }
+}
+\endverbatim
+
  * Note that this method does not keep track of the namespace hierarchy, but could be
  * modified to do so.  Also note that nothing in a properties file indicates the type
  * of a property. If the type is unknown, its string can be retrieved and interpreted

+ 1 - 1
gameplay/src/Quaternion.h

@@ -342,7 +342,7 @@ public:
      * @param q The quaternion to multiply.
      * @return The quaternion product.
      */
-    inline Quaternion operator*(const Quaternion& q);
+    inline Quaternion operator*(const Quaternion& q) const;
 
     /**
      * Multiplies this quaternion with the given quaternion.

+ 1 - 1
gameplay/src/Quaternion.inl

@@ -7,7 +7,7 @@
 namespace gameplay
 {
 
-inline Quaternion Quaternion::operator*(const Quaternion& q)
+inline Quaternion Quaternion::operator*(const Quaternion& q) const
 {
     Quaternion result(*this);
     result.multiply(q);

+ 0 - 4
gameplay/src/RenderState.h

@@ -1,7 +1,3 @@
-/**
- * RenderState.h
- */
-
 #ifndef RENDERSTATE_H_
 #define RENDERSTATE_H_
 

+ 0 - 4
gameplay/src/RenderTarget.cpp

@@ -1,7 +1,3 @@
-/**
- * RenderTarget.cpp
- */
-
 #include "Base.h"
 #include "RenderTarget.h"
 

+ 2 - 2
gameplay/src/Technique.cpp

@@ -10,7 +10,7 @@ namespace gameplay
 {
 
 Technique::Technique(const char* id, Material* material)
-	: _id(id ? id : ""), _material(material)
+    : _id(id ? id : ""), _material(material)
 {
     assert(material);
 
@@ -23,7 +23,7 @@ Technique::Technique(const Technique& m)
 
 Technique::~Technique()
 {
-	// Destroy all the passes.
+    // Destroy all the passes.
     for (unsigned int i = 0, count = _passes.size(); i < count; ++i)
     {
         SAFE_RELEASE(_passes[i]);

+ 4 - 4
gameplay/src/Vector2.h

@@ -327,7 +327,7 @@ public:
      * @param v The vector to add.
      * @return The vector sum.
      */
-    inline Vector2 operator+(const Vector2& v);
+    inline Vector2 operator+(const Vector2& v) const;
 
     /**
      * Adds the given vector to this vector.
@@ -345,7 +345,7 @@ public:
      * @param v The vector to add.
      * @return The vector sum.
      */
-    inline Vector2 operator-(const Vector2& v);
+    inline Vector2 operator-(const Vector2& v) const;
 
     /**
      * Subtracts the given vector from this vector.
@@ -362,7 +362,7 @@ public:
      * 
      * @return The negation of this vector.
      */
-    inline Vector2 operator-();
+    inline Vector2 operator-() const;
 
     /**
      * Calculates the scalar product of this vector with the given value.
@@ -372,7 +372,7 @@ public:
      * @param x The value to scale by.
      * @return The scaled vector.
      */
-    inline Vector2 operator*(float x);
+    inline Vector2 operator*(float x) const;
 
     /**
      * Scales this vector by the given value.

+ 4 - 4
gameplay/src/Vector2.inl

@@ -7,7 +7,7 @@
 namespace gameplay
 {
 
-inline Vector2 Vector2::operator+(const Vector2& v)
+inline Vector2 Vector2::operator+(const Vector2& v) const
 {
     Vector2 result(*this);
     result.add(v);
@@ -20,7 +20,7 @@ inline Vector2& Vector2::operator+=(const Vector2& v)
     return *this;
 }
 
-inline Vector2 Vector2::operator-(const Vector2& v)
+inline Vector2 Vector2::operator-(const Vector2& v) const
 {
     Vector2 result(*this);
     result.subtract(v);
@@ -33,14 +33,14 @@ inline Vector2& Vector2::operator-=(const Vector2& v)
     return *this;
 }
 
-inline Vector2 Vector2::operator-()
+inline Vector2 Vector2::operator-() const
 {
     Vector2 result(*this);
     result.negate();
     return result;
 }
 
-inline Vector2 Vector2::operator*(float x)
+inline Vector2 Vector2::operator*(float x) const
 {
     Vector2 result(*this);
     result.scale(x);

+ 4 - 4
gameplay/src/Vector3.h

@@ -357,7 +357,7 @@ public:
      * @param v The vector to add.
      * @return The vector sum.
      */
-    inline Vector3 operator+(const Vector3& v);
+    inline Vector3 operator+(const Vector3& v) const;
 
     /**
      * Adds the given vector to this vector.
@@ -375,7 +375,7 @@ public:
      * @param v The vector to add.
      * @return The vector sum.
      */
-    inline Vector3 operator-(const Vector3& v);
+    inline Vector3 operator-(const Vector3& v) const;
 
     /**
      * Subtracts the given vector from this vector.
@@ -392,7 +392,7 @@ public:
      * 
      * @return The negation of this vector.
      */
-    inline Vector3 operator-();
+    inline Vector3 operator-() const;
 
     /**
      * Calculates the scalar product of this vector with the given value.
@@ -402,7 +402,7 @@ public:
      * @param x The value to scale by.
      * @return The scaled vector.
      */
-    inline Vector3 operator*(float x);
+    inline Vector3 operator*(float x) const;
 
     /**
      * Scales this vector by the given value.

+ 4 - 4
gameplay/src/Vector3.inl

@@ -8,7 +8,7 @@
 namespace gameplay
 {
 
-inline Vector3 Vector3::operator+(const Vector3& v)
+inline Vector3 Vector3::operator+(const Vector3& v) const
 {
     Vector3 result(*this);
     result.add(v);
@@ -21,7 +21,7 @@ inline Vector3& Vector3::operator+=(const Vector3& v)
     return *this;
 }
 
-inline Vector3 Vector3::operator-(const Vector3& v)
+inline Vector3 Vector3::operator-(const Vector3& v) const
 {
     Vector3 result(*this);
     result.subtract(v);
@@ -34,14 +34,14 @@ inline Vector3& Vector3::operator-=(const Vector3& v)
     return *this;
 }
 
-inline Vector3 Vector3::operator-()
+inline Vector3 Vector3::operator-() const
 {
     Vector3 result(*this);
     result.negate();
     return result;
 }
 
-inline Vector3 Vector3::operator*(float x)
+inline Vector3 Vector3::operator*(float x) const
 {
     Vector3 result(*this);
     result.scale(x);

+ 4 - 4
gameplay/src/Vector4.h

@@ -352,7 +352,7 @@ public:
      * @param v The vector to add.
      * @return The vector sum.
      */
-    inline Vector4 operator+(const Vector4& v);
+    inline Vector4 operator+(const Vector4& v) const;
 
     /**
      * Adds the given vector to this vector.
@@ -370,7 +370,7 @@ public:
      * @param v The vector to add.
      * @return The vector sum.
      */
-    inline Vector4 operator-(const Vector4& v);
+    inline Vector4 operator-(const Vector4& v) const;
 
     /**
      * Subtracts the given vector from this vector.
@@ -387,7 +387,7 @@ public:
      * 
      * @return The negation of this vector.
      */
-    inline Vector4 operator-();
+    inline Vector4 operator-() const;
 
     /**
      * Calculates the scalar product of this vector with the given value.
@@ -397,7 +397,7 @@ public:
      * @param x The value to scale by.
      * @return The scaled vector.
      */
-    inline Vector4 operator*(float x);
+    inline Vector4 operator*(float x) const;
 
     /**
      * Scales this vector by the given value.

+ 4 - 4
gameplay/src/Vector4.inl

@@ -8,7 +8,7 @@
 namespace gameplay
 {
 
-inline Vector4 Vector4::operator+(const Vector4& v)
+inline Vector4 Vector4::operator+(const Vector4& v) const
 {
     Vector4 result(*this);
     result.add(v);
@@ -21,7 +21,7 @@ inline Vector4& Vector4::operator+=(const Vector4& v)
     return *this;
 }
 
-inline Vector4 Vector4::operator-(const Vector4& v)
+inline Vector4 Vector4::operator-(const Vector4& v) const
 {
     Vector4 result(*this);
     result.subtract(v);
@@ -34,14 +34,14 @@ inline Vector4& Vector4::operator-=(const Vector4& v)
     return *this;
 }
 
-inline Vector4 Vector4::operator-()
+inline Vector4 Vector4::operator-() const
 {
     Vector4 result(*this);
     result.negate();
     return result;
 }
 
-inline Vector4 Vector4::operator*(float x)
+inline Vector4 Vector4::operator*(float x) const
 {
     Vector4 result(*this);
     result.scale(x);

+ 11 - 0
gameplay/src/gameplay.h

@@ -61,3 +61,14 @@
 #include "AnimationValue.h"
 #include "Animation.h"
 #include "AnimationClip.h"
+
+// Physics
+#include "PhysicsConstraint.h"
+#include "PhysicsController.h"
+#include "PhysicsFixedConstraint.h"
+#include "PhysicsGenericConstraint.h"
+#include "PhysicsHingeConstraint.h"
+#include "PhysicsMotionState.h"
+#include "PhysicsRigidBody.h"
+#include "PhysicsSocketConstraint.h"
+#include "PhysicsSpringConstraint.h"