//----------------------------------------------------------------------------- // 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_ #define _CONSTANT_FORCE_CONTROLLER_H_ #ifndef _SCENE_CONTROLLER_H_ #include "2d/controllers/sceneController.h" #endif #ifndef _VECTOR2_H_ #include "2d/core/vector2.h" #endif //------------------------------------------------------------------------------ class ConstantForceController : public SceneController { private: typedef SceneController Parent; Vector2 mForce; public: ConstantForceController(); virtual ~ConstantForceController(); static void initPersistFields(); virtual void copyTo(SimObject* object); /// Integration. virtual void integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats ); inline void setForce( const Vector2& force ) { mForce = force; } inline const Vector2& getForce( void ) const { return mForce; } /// Declare Console Object. DECLARE_CONOBJECT( ConstantForceController ); }; #endif // _CONSTANT_FORCE_CONTROLLER_H_