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								/**
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								 * $Id$
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								 *
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											2008-04-16 22:40:48 +00:00
										 
									 
								 
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								 * ***** BEGIN GPL LICENSE BLOCK *****
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								 *
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * as published by the Free Software Foundation; either version 2
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								 * of the License, or (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, write to the Free Software Foundation,
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								 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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								 *
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								 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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								 * All rights reserved.
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								 *
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								 * The Original Code is: all of this file.
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								 *
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								 * Contributor(s): none yet.
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								 *
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								 * ***** END GPL LICENSE BLOCK *****
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								 */
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								#ifndef __KX_IPHYSICSCONTROLLER_H
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								#define __KX_IPHYSICSCONTROLLER_H
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								#include "SG_Controller.h"
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								#include "MT_Vector3.h"
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								#include "MT_Point3.h"
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								#include "MT_Matrix3x3.h"
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											2005-03-25 10:33:39 +00:00
										 
									 
								 
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								struct KX_ClientObjectInfo;
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								/**
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									Physics Controller, a special kind of Scene Graph Transformation Controller.
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									It get's callbacks from Physics in case a transformation change took place.
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									Each time the scene graph get's updated, the controller get's a chance
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									in the 'Update' method to reflect changed.
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								*/
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								class KX_IPhysicsController : public SG_Controller
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								{
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								protected:
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									bool		m_bDyna;
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									bool		m_suspendDynamics;
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									void*		m_userdata;
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								public:
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									KX_IPhysicsController(bool dyna,void* userdata);
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									virtual ~KX_IPhysicsController();
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									virtual void	applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)=0;
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									virtual void	SetObject (SG_IObject* object)=0;
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									virtual void	setMargin (float collisionMargin)=0;
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									virtual void	RelativeTranslate(const MT_Vector3& dloc,bool local)=0;
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									virtual void	RelativeRotate(const MT_Matrix3x3& drot,bool local)=0;
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									virtual void	ApplyTorque(const MT_Vector3& torque,bool local)=0;
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									virtual void	ApplyForce(const MT_Vector3& force,bool local)=0;
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									virtual MT_Vector3 GetLinearVelocity()=0;
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									virtual MT_Vector3 GetAngularVelocity()=0;
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									virtual MT_Vector3 GetVelocity(const MT_Point3& pos)=0;
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									virtual void	SetAngularVelocity(const MT_Vector3& ang_vel,bool local)=0;
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									virtual void	SetLinearVelocity(const MT_Vector3& lin_vel,bool local)=0;
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									virtual void	resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ) = 0;
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									virtual	void	getOrientation(MT_Quaternion& orn)=0;
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									virtual	void setOrientation(const MT_Matrix3x3& orn)=0;
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									//virtual	void setOrientation(const MT_Quaternion& orn)=0;
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									virtual	void setPosition(const MT_Point3& pos)=0;
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									virtual	void setScaling(const MT_Vector3& scaling)=0;
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									virtual	MT_Scalar	GetMass()=0;
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									virtual	MT_Vector3	getReactionForce()=0;
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									virtual void	setRigidBody(bool rigid)=0;
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											2008-07-18 14:40:24 +00:00
										 
									 
								 
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									virtual void	SuspendDynamics(bool ghost=false)=0;
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									virtual void	RestoreDynamics()=0;
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									virtual	SG_Controller*	GetReplica(class SG_Node* destnode)=0;
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									void	SetDyna(bool isDynamic) {
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										m_bDyna = isDynamic;
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									}
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									virtual void	SetSumoTransform(bool nondynaonly)=0;
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									// todo: remove next line !
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									virtual void	SetSimulatedTime(double time)=0;
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									// call from scene graph to update
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									virtual bool Update(double time)=0;
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									void*	GetUserData() { return m_userdata;}
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								};
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											2002-10-30 02:07:20 +00:00
										 
									 
								 
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											2002-10-12 11:37:38 +00:00
										 
									 
								 
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								#endif //__KX_IPHYSICSCONTROLLER_H
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											2002-10-30 02:07:20 +00:00
										 
									 
								 
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