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Engine directory for ticket #1
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Engine/source/T3D/physics/physicsWorld.h
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Engine/source/T3D/physics/physicsWorld.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_PHYSICSWORLD_H_
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#define _T3D_PHYSICS_PHYSICSWORLD_H_
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#ifndef _SIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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class ProcessList;
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class Point3F;
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struct RayInfo;
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class SceneRenderState;
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class PhysicsBody;
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class PhysicsWorld
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{
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protected:
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Signal<void()> mUpdateSignal;
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/// The current gravity force.
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Point3F mGravity;
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public:
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/// The constructor.
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PhysicsWorld();
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/// The destructor.
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virtual ~PhysicsWorld() {};
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///
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Signal<void()>& getUpdateSignal() { return mUpdateSignal; }
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/// Overloaded to do debug drawing.
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///
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/// It is assumed the GFX state is setup prior to this call for
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/// rendering in world space.
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///
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virtual void onDebugDraw( const SceneRenderState *state ) = 0;
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/// Prepare the physics world for use.
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virtual bool initWorld( bool isServer, ProcessList *processList ) = 0;
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/// Tears down the physics world destroying any existing
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/// bodies, joints, and controllers.
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virtual void destroyWorld() = 0;
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///
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virtual void reset() = 0;
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/// Returns true if the physics world is active and simulating.
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virtual bool isEnabled() const = 0;
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/// Returns the active gravity force.
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const Point3F& getGravity() const { return mGravity; }
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/// An abstract way to raycast into any type of PhysicsWorld, in a way
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/// that mirrors a Torque-style raycast.
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//
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/// This method is not fully developed or very sophisticated. For example,
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/// there is no system of collision groups or raycast masks, which could
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/// be very complex to write in a PhysicsPlugin-Abstract way...
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//
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// Optional forceAmt parameter will also apply a force to hit objects.
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virtual bool castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse ) = 0;
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///
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enum BodyType
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{
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BT_Static = BIT( 0 ),
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BT_Dynamic = BIT( 1 ),
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BT_Player = BIT( 2 ),
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BT_All = BT_Static | BT_Dynamic | BT_Player
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};
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///
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virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All ) = 0;
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virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude ) = 0;
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};
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#endif // _T3D_PHYSICS_PHYSICSWORLD_H_
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