//! sju Physics Engine structure definitions /*! * Collision geometry and effect type definitions for the sju Physics Engine */ /* Copyright (C) 2008-2009 Alejandro Valenzuela Roca, * * This file is part of MotorJ, a free framework for videogame creation. * * * * MotorJ 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 3 of the License, or * (at your option) any later version. * * MotorJ 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 MotorJ. If not, see . */ #ifndef SJUENGINE_TYPES_H #define SJUENGINE_TYPES_H #include "support.h" //! Collision geometry types enum sjuCGTypes{CG_MESH, CG_AABB, CG_SEPARATOR_NOTVALID, CG_PT, CG_OBB, CG_SPHERE, CG_CTREE}; //! Physical object interaction effect types enum sjuPETypes {PE_ZERO, PE_ACCEL, PE_MAGNETIC, PE_FIELD, PE_FRFIELD, PE_CONTACT, PE_C_IMMOVABLE, PE_C_FRICTION, PE_ROTACCEL, PE_TORQUE}; enum sjuCoulombModel {CM_NORMAL, CM_CONSTANT}; //! Forward declaration for class IPhysicalObject class IPhysicalObject; //! Structure to hold an arbitrary, temporary effect applied to an object typedef struct { IPhysicalObject * obj; vector3 effect; vector3 pointOfAction; sjuPETypes effectType; IPhysicalObject* interactionObject; } pEffect; #endif