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//
// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
#pragma once
#ifndef IPHYSICSMANAGER_INCLUDED
#define IPHYSICSMANAGER_INCLUDED
#include "../../RuntimeObjectSystem/IObject.h"
#include "InterfaceIds.h"
#include "../../Common/AUVec3f.inl"
struct IGameObject;
struct IPhysicsManager : public TInterface<IID_IPHYSICSMANAGER,IObject>
{
virtual void RequestPositionUpdate( IGameObject* pGameObject, const AUVec3f& desiredPosition, float frameDelta ) = 0;
virtual bool IsHeadingToGameBounds( const AUVec3f& position, const AUVec3f& velocity ) const = 0;
};
#endif // IPHYSICSMANAGER_INCLUDED