//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _CONSTANT_FORCE_CONTROLLER_H_ #include "2d/controllers/ConstantForceController.h" #endif // Script bindings. #include "ConstantForceController_ScriptBinding.h" //------------------------------------------------------------------------------ IMPLEMENT_CONOBJECT(ConstantForceController); //------------------------------------------------------------------------------ ConstantForceController::ConstantForceController() { // Reset the constant force. mForce.SetZero(); } //------------------------------------------------------------------------------ ConstantForceController::~ConstantForceController() { } //------------------------------------------------------------------------------ void ConstantForceController::initPersistFields() { // Call parent. Parent::initPersistFields(); // Force. addProtectedField("Force", TypeVector2, Offset( mForce, ConstantForceController), &defaultProtectedSetFn, &defaultProtectedGetFn, "The constant force to apply."); } //------------------------------------------------------------------------------ void ConstantForceController::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); // Cast to controller. ConstantForceController* pController = static_cast(object); // Sanity! AssertFatal(pController != NULL, "ConstantForceController::copyTo() - Object is not the correct type."); // Copy state. pController->setForce( getForce() ); } //------------------------------------------------------------------------------ void ConstantForceController::integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats ) { // Process all the scene objects. for( SceneObjectSet::iterator itr = begin(); itr != end(); ++itr ) { // Apply the force. (*itr)->applyForce( mForce, true ); } }