📄 oasisphysical.h
字号:
/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisPhysical.h
* DESCRIPTION : A physical object
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __PHYSICAL_H__
#define __PHYSICAL_H__
/// Include common stuff
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisMovable.h"
#include "oasisPhysics.h"
#include "oasisCollisionListener.h"
namespace Oasis {
/// A physical object, which is a movable driven by physics
class _oasisExport physical : public movable {
/// Physics need to access private position/orientation setting methods
friend class physics;
public:
/// Constructor
physical( );
/// Destructor
virtual ~physical( );
/// Override to consider physics
void setPosition( const vector3 &position );
// virtual void setPosition( real x, real y, real z );
/// Override to consider physics
void setOrientation( const quaternion &newOrientation );
/// Set state of physics
void enablePhysics( bool usePhysics );
/// Set the physics to use
void setPhysics( physics *physicsToUse );
/// Set the physics to use
physics *setPhysics( const string &templateName );
/// Get the physics this object is using
physics *getPhysics( void ) const;
/// Remove the physics
void removePhysics( void );
/// Remove and destroy the physics
void removeAndDestroyPhysics( void );
/// Add a collision listener
void addCollisionListener( collisionListener *listener );
/// Remove a collision listener
void removeCollisionListener( collisionListener *listener );
/// Remove all collision listeners
void removeAllCollisionListeners( void );
protected:
/// Physics driving this object
physics *drivingPhysics;
/// A set of collision listeners
typedef std::set< collisionListener* > collisionListenerSet;
/// The registered collision listeners
collisionListenerSet listeners;
/// Physics will set the position and orientation here
void updatePhysics( const vector3 &newPosition,
const quaternion &newOrientation );
/// Notify that there was a collision
void notifyCollision( collisionListener::CollisionInfo &info );
};
};
#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -