PhysicsManager.hpp

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00001 /*
00002 SagaEngine library
00003 Copyright (c) 2002-2006 Skalden Studio AS
00004 
00005 This software is provided 'as-is', without any express or implied 
00006 warranty. In no event will the authors be held liable for any 
00007 damages arising from the use of this software.
00008 
00009 Permission is granted to distribute the library under the terms of the 
00010 Q Public License version 1.0. Be sure to read and understand the license
00011 before using the library. It should be included here, or you may read it
00012 at http://www.trolltech.com/products/qt/licenses/licensing/qpl
00013 
00014 The original version of this library can be located at:
00015 http://www.sagaengine.com/
00016 
00017 Rune Myrland
00018 rune@skalden.com
00019 */
00020 
00021 
00022 #ifndef PhysicsManager_hpp
00023 #define PhysicsManager_hpp
00024 
00025 #include "sim_physics.hpp"
00026 #include "../sim.hpp"
00027 #include "comp/node/RootComponent.hpp"
00028 #include "../thing/Actor.hpp"
00029 
00030 
00031 namespace se_core {
00032 
00036     class _SeCoreExport PhysicsManager : public RootComponent {
00037     public:
00041         PhysicsManager();
00042 
00043 
00047         virtual ~PhysicsManager();
00048 
00049 
00050         void step(long when);
00051 
00052         void cleanupGame();
00053 
00054         static PhysicsManager& singleton();
00055 
00056         //
00057         friend class PhysicsAreaComponent;
00058         void setSolverActive(PhysicsAreaComponent* s);
00059         void setSolverInactive(PhysicsAreaComponent* s);
00060 
00061     private:
00062         void flip(long when);
00063         void affect(long when);
00064         void performPhysics(long when);
00065 
00066 
00071         const static int MAX_MOVER_COUNT = MAX_GAME_OBJECTS;
00072 
00077         PhysicsComponent** movers_;
00078 
00080         short moverCount_;
00081 
00082         //
00083         static const int MAX_ACTIVE = 3 * (7 * 7 * 7);
00084         int activeSolverCount_;
00085         PhysicsAreaComponent** activeSolvers_;
00086 
00087     };
00088 
00089 }
00090 
00091 #endif

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