/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #ifndef plPhysical_inc #define plPhysical_inc #include "../pnNetCommon/plSynchedObject.h" #include "hsTemplates.h" struct hsMatrix44; struct hsPoint3; struct hsVector3; class hsQuat; class plPhysicalSndGroup; class plDrawableSpans; class hsGMaterial; // Primary interface object for physics functionality. A physical corresponds to // a single rigid body in a simulation. (Note that there can be multiple // simulations.) The plPhysical is reached through the simulation interface on a // plSceneObject // // Any function that ends with 'Sim' gets or sets a simulation space value. If // the physical is in the main world, this will be the same as a global value, // but if it's in a subworld, it will be relative to that. class plPhysical : public plSynchedObject { public: CLASSNAME_REGISTER(plPhysical); GETINTERFACE_ANY(plPhysical, plSynchedObject); virtual plPhysical& SetProperty(int prop, hsBool b) = 0; virtual hsBool GetProperty(int prop) const = 0; virtual void SetObjectKey(plKey oKey) = 0; virtual plKey GetObjectKey() const = 0; // These two should only be called by the SceneNode virtual void SetSceneNode(plKey node) = 0; virtual plKey GetSceneNode() const = 0; virtual hsBool GetLinearVelocitySim(hsVector3& vel) const = 0; virtual void SetLinearVelocitySim(const hsVector3& vel) = 0; virtual void ClearLinearVelocity() = 0; virtual hsBool GetAngularVelocitySim(hsVector3& vel) const = 0; virtual void SetAngularVelocitySim(const hsVector3& vel) = 0; virtual void SetHitForce(const hsVector3& force, const hsPoint3& pos)=0; /** Standard plasma transform interface, in global coordinates by convention. If you send in the same matrix that the physical last sent out in its correction message, it will be ignored as an "echo" -- UNLESS you set force to true, in which case the transform will be applied regardless. Set force to true if you don't want the transform to be ignored for any reason. Without it, this will ignore the incoming transform if it's the same one it sent out last time. */ virtual void SetTransform(const hsMatrix44& l2w, const hsMatrix44& w2l, hsBool force=false) = 0; virtual void GetTransform(hsMatrix44& l2w, hsMatrix44& w2l) = 0; // From plSimDefs::Group virtual int GetGroup() const = 0; // Flags in plSimDefs::plLOSDB virtual void AddLOSDB(UInt16 flag) = 0; virtual void RemoveLOSDB(UInt16 flag) = 0; virtual UInt16 GetAllLOSDBs() = 0; virtual hsBool IsInLOSDB(UInt16 flag) = 0; // Return the key of our subworld. May be a nil key. virtual plKey GetWorldKey() const = 0; virtual plPhysicalSndGroup* GetSoundGroup() const = 0; virtual void GetPositionSim(hsPoint3& pos) const = 0; /** Send the current simulation location to the coordinate interface. If the simulation is a subworld, this will also factor in the subworld's transform. The sent transform is global. "isSynchUpdate" tells us if this is an update due to receiving remote state.*/ virtual void SendNewLocation(hsBool synchTransform = false, hsBool isSynchUpdate = false) = 0; // For the physics SDL only. For Set, any of the values may be set to nil, if // they're not used. virtual void GetSyncState(hsPoint3& pos, hsQuat& rot, hsVector3& linV, hsVector3& angV) = 0; virtual void SetSyncState(hsPoint3* pos, hsQuat* rot, hsVector3* linV, hsVector3* angV) = 0; virtual hsScalar GetMass() = 0; // I wish I could think of a better way to do this, but this is how it's // going to be for now. virtual void ExcludeRegionHack(hsBool cleared) = 0; virtual plDrawableSpans* CreateProxy(hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo) = 0; }; #endif // plPhysical_inc