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Engine directory for ticket #1
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Engine/source/T3D/physics/physicsObject.h
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Engine/source/T3D/physics/physicsObject.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_
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#define _T3D_PHYSICS_PHYSICSOBJECT_H_
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#ifndef _PHYSICS_PHYSICSUSERDATA_H_
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#include "T3D/physics/physicsUserData.h"
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#endif
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#ifndef _UTIL_DELEGATE_H_
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#include "core/util/delegate.h"
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#endif
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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class PhysicsWorld;
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class MatrixF;
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class Point3F;
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class Box3F;
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///
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class PhysicsObject : public WeakRefBase
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{
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public:
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virtual ~PhysicsObject();
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/// Returns the physics world this object is a member of.
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virtual PhysicsWorld* getWorld() = 0;
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/// Sets the transform on the physics object.
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///
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/// For static objects this is only intended to be used for
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/// for infrequent changes when editing the mission.
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///
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virtual void setTransform( const MatrixF &transform ) = 0;
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/// Returns the transform of the physics body at
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/// the last processed simulation tick.
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virtual MatrixF& getTransform( MatrixF *outMatrix ) = 0;
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/// Returns the world aligned bounding box containing the PhysicsObject.
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virtual Box3F getWorldBounds() = 0;
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///
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void queueCallback( U32 ms, Delegate<void()> callback );
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const PhysicsUserData& getUserData() const { return mUserData; }
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PhysicsUserData& getUserData() { return mUserData; }
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/// Set false to skip simulation of this object or temporarily remove
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/// it from the physics simulation. Implementation is PhysicsPlugin specific.
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virtual void setSimulationEnabled( bool enabled ) = 0;
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virtual bool isSimulationEnabled() = 0;
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protected:
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/// You shouldn't be creating this object directly.
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PhysicsObject();
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/// The user data object assigned to this object.
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PhysicsUserData mUserData;
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/// The last queued callback event.
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/// @see queueCallback
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U32 mQueuedEvent;
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};
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#endif // _T3D_PHYSICS_PHYSICSOBJECT_H_
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