physicsPlayer.h
Engine/source/T3D/physics/physicsPlayer.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _T3D_PHYSICS_PHYSICSPLAYER_H_ 25#define _T3D_PHYSICS_PHYSICSPLAYER_H_ 26 27#ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_ 28#include "T3D/physics/physicsObject.h" 29#endif 30#ifndef _MMATH_H_ 31#include "math/mMath.h" 32#endif 33 34class CollisionList; 35//struct ObjectRenderInst; 36//class BaseMatInstance; 37//class Player; 38//class SceneState; 39class SceneObject; 40 41 42/// 43class PhysicsPlayer : public PhysicsObject 44{ 45public: 46 47 PhysicsPlayer() {} 48 49 virtual ~PhysicsPlayer() {}; 50 51 /// 52 virtual void init( const char *type, 53 const Point3F &size, 54 F32 runSurfaceCos, 55 F32 stepHeight, 56 SceneObject *obj, 57 PhysicsWorld *world ) = 0; 58 59 virtual void findContact( SceneObject **contactObject, 60 VectorF *contactNormal, 61 Vector<SceneObject*> *outOverlapObjects ) const = 0; 62 63 virtual Point3F move( const VectorF &displacement, CollisionList &outCol ) = 0; 64 65 virtual bool testSpacials( const Point3F &nPos, const Point3F &nSize ) const = 0; 66 67 virtual void setSpacials( const Point3F &nPos, const Point3F &nSize ) = 0; 68 69 virtual void enableCollision() = 0; 70 71 virtual void disableCollision() = 0; 72}; 73 74 75#endif // _T3D_PHYSICS_PHYSICSPLAYER_H_ 76