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engines/hpl1/engine/impl/PhysicsBodyNewton.h
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134
engines/hpl1/engine/impl/PhysicsBodyNewton.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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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*
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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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*
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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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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_PHYSICS_BODY_NEWTON_H
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#define HPL_PHYSICS_BODY_NEWTON_H
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#include "hpl1/engine/libraries/newton/Newton.h"
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#include "hpl1/engine/physics/PhysicsBody.h"
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namespace hpl {
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class cPhysicsBodyNewtonCallback : public iEntityCallback {
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void OnTransformUpdate(iEntity3D *apEntity);
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};
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class cPhysicsBodyNewton : public iPhysicsBody {
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friend class cPhysicsBodyNewtonCallback;
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public:
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cPhysicsBodyNewton(const tString &asName, iPhysicsWorld *apWorld, iCollideShape *apShape);
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~cPhysicsBodyNewton();
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void SetMaterial(iPhysicsMaterial *apMaterial);
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void SetLinearVelocity(const cVector3f &avVel);
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cVector3f GetLinearVelocity() const;
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void SetAngularVelocity(const cVector3f &avVel);
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cVector3f GetAngularVelocity() const;
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void SetLinearDamping(float afDamping);
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float GetLinearDamping() const;
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void SetAngularDamping(float afDamping);
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float GetAngularDamping() const;
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void SetMaxLinearSpeed(float afSpeed);
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float GetMaxLinearSpeed() const;
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void SetMaxAngularSpeed(float afDamping);
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float GetMaxAngularSpeed() const;
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cMatrixf GetInertiaMatrix();
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void SetMass(float afMass);
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float GetMass() const;
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void SetMassCentre(const cVector3f &avCentre);
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cVector3f GetMassCentre() const;
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void AddForce(const cVector3f &avForce);
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void AddForceAtPosition(const cVector3f &avForce, const cVector3f &avPos);
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void AddTorque(const cVector3f &avTorque);
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void AddImpulse(const cVector3f &avImpulse);
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void AddImpulseAtPosition(const cVector3f &avImpulse, const cVector3f &avPos);
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void SetEnabled(bool abEnabled);
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bool GetEnabled() const;
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void SetAutoDisable(bool abEnabled);
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bool GetAutoDisable() const;
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#if 0
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void SetAutoDisableLinearThreshold(float afThresold);
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float GetAutoDisableLinearThreshold() const;
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void SetAutoDisableAngularThreshold(float afThresold);
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float GetAutoDisableAngularThreshold() const;
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void SetAutoDisableNumSteps(int alNum);
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int GetAutoDisableNumSteps() const;
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#endif
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void SetContinuousCollision(bool abOn);
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bool GetContinuousCollision();
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void SetGravity(bool abEnabled);
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bool GetGravity() const;
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void RenderDebugGeometry(iLowLevelGraphics *apLowLevel, const cColor &aColor);
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NewtonBody *GetNewtonBody() { return mpNewtonBody; }
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void ClearForces();
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void DeleteLowLevel();
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static void SetUseCallback(bool abX) { mbUseCallback = abX; }
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private:
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static int BuoyancyPlaneCallback(const int32 alCollisionID, void *apContext,
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const float *afGlobalSpaceMatrix, float *afGlobalSpacePlane);
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static void OnTransformCallback(const NewtonBody *apBody, const dFloat *apMatrix, int32);
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static void OnUpdateCallback(NewtonBody *apBody, float, int32);
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NewtonBody *mpNewtonBody;
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NewtonWorld *mpNewtonWorld;
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cPhysicsBodyNewtonCallback *mpCallback;
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static bool mbUseCallback;
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// Properties
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bool mbGravity;
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float mfMaxLinearSpeed;
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float mfMaxAngularSpeed;
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float mfMass;
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float mfAutoDisableLinearThreshold;
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float mfAutoDisableAngularThreshold;
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int mlAutoDisableNumSteps;
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// Forces that will be set and clear on update callback
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cVector3f mvTotalForce;
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cVector3f mvTotalTorque;
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};
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} // namespace hpl
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#endif // HPL_PHYSICS_BODY_NEWTON_H
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