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Extras/PhysicsInterface/Common/PHY_IPhysicsEnvironment.h
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Extras/PhysicsInterface/Common/PHY_IPhysicsEnvironment.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef _IPHYSICSENVIRONMENT
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#define _IPHYSICSENVIRONMENT
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#include <vector>
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#include "PHY_DynamicTypes.h"
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/**
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* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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class PHY_IPhysicsEnvironment
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{
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public:
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virtual ~PHY_IPhysicsEnvironment();
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/// Perform an integration step of duration 'timeStep'.
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virtual bool proceedDeltaTime(double curTime,float timeStep)=0;
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virtual void setGravity(float x,float y,float z)=0;
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virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,
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float axisX,float axisY,float axisZ)=0;
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virtual void removeConstraint(int constraintid)=0;
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virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
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float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)=0;
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//Methods for gamelogic collision/physics callbacks
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//todo:
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virtual void addSensor(PHY_IPhysicsController* ctrl)=0;
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virtual void removeSensor(PHY_IPhysicsController* ctrl)=0;
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virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
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virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
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virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0;
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virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;
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};
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#endif //_IPHYSICSENVIRONMENT
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