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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef cyPhysics_h
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#define cyPhysics_h
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/////////////////////////////////////////////////////////////////////////////
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//
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// NAME: cyPhysics
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//
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// PURPOSE: Class wrapper to map animation functions to plasma2 message
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//
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#include "hsTemplates.h"
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#include "pnKeyedObject/plKey.h"
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#include "pyGlueHelpers.h"
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class pyPoint3;
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class pyVector3;
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class pyMatrix44;
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class cyPhysics
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{
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protected:
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plKey fSender;
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hsTArray<plKey> fRecvr;
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bool fNetForce;
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cyPhysics(plKey sender=nil,plKey recvr=nil);
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public:
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// required functions for PyObject interoperability
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PYTHON_CLASS_NEW_FRIEND(ptPhysics);
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static PyObject *New(PyObject *sender = nil, PyObject *recvr = nil);
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PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a cyPhysics object
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PYTHON_CLASS_CONVERT_FROM_DEFINITION(cyPhysics); // converts a PyObject to a cyPhysics (throws error if not correct type)
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static void AddPlasmaClasses(PyObject *m);
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// setters
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void SetSender(plKey &sender);
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void AddRecvr(plKey &recvr);
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virtual void SetNetForce(bool state) { fNetForce = state; }
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// Enable physics (must already be there)
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virtual void EnableT(bool state);
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virtual void Enable() { EnableT(true); }
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virtual void Disable() { EnableT(false); }
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virtual void EnableCollision();
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virtual void DisableCollision();
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// Suggest to physics engine where you want to place something
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virtual void Warp(pyPoint3& pos);
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virtual void WarpObj(pyKey& obj);
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// Suggest to physics engine where you want to place something
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virtual void WarpMat(pyMatrix44& mat);
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// Move the object in a direction and distance
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// if the object is physical then warp it
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// otherwise just use the coordinate interface and set the transform
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virtual void Move(pyVector3& direction, float distance);
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// Rotate the object
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// if the object is physical then warp it
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// otherwise just use the coordinate interface and set the transform
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virtual void Rotate(float rad, pyVector3& axis);
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// apply a force to the center of mass of the receiver
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virtual void Force(pyVector3& force);
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// apply a force to the receiver as though it were being impacted at the
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// given point in global space
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virtual void ForceWithOffset(pyVector3& force, pyPoint3& offset);
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// Apply the given torque force to the body
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// The vector indicates the axes, and the magnitude indicates the strength
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virtual void Torque(pyVector3& torque);
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// Add the given vector to the objects velocity
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virtual void Impulse(pyVector3& impulse);
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// Apply the given impulse to the object at the given point in global space
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// Will impart torque if not applied to center of mass
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virtual void ImpulseWithOffset(pyVector3& impulse, pyPoint3& offset);
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// Add the given vector (representing a rotation axis and magnitude)
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virtual void AngularImpulse(pyVector3& impulse);
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// Decrease all velocities on the given object.
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// A damp factor of 0 nulls them all entirely;
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// A damp factor of 1 leaves them alone.
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virtual void Damp(float damp);
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// Shift the center of mass of the given object by the given
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// amount in the given direction.
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virtual void ShiftMass(pyVector3& offset);
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virtual void Suppress(bool doSuppress);
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//Set the Linear Velocity of the Object
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virtual void SetLinearVelocity(pyVector3& velocity);
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virtual void SetAngularVelocity(pyVector3& angVel);
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};
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#endif // cyPhysics_h
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