//----------------------------------------------------------------------------- // 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 _BUOYANCY_CONTROLLER_H_ #define _BUOYANCY_CONTROLLER_H_ #ifndef _PICKING_SCENE_CONTROLLER_H_ #include "2d/controllers/core/PickingSceneController.h" #endif #ifndef _VECTOR2_H_ #include "2d/core/vector2.h" #endif //------------------------------------------------------------------------------ class BuoyancyController : public PickingSceneController { private: typedef PickingSceneController Parent; /// The fluid area. b2AABB mFluidArea; /// The fluid density. F32 mFluidDensity; /// Fluid flow velocity for drag calculations. Vector2 mFlowVelocity; /// Linear drag co-efficient. F32 mLinearDrag; /// Linear drag co-efficient. F32 mAngularDrag; /// Gravity to use inside the fluid. Vector2 mFluidGravity; /// Whether to use the collision shape densities or assume a uniform density. bool mUseShapeDensity; /// The outer fluid surface normal. Vector2 mSurfaceNormal; protected: F32 ComputeCircleSubmergedArea( const b2Transform& bodyTransform, const b2CircleShape* pShape, Vector2& center ); F32 ComputePolygonSubmergedArea( const b2Transform& bodyTransform, const b2PolygonShape* pShape, Vector2& center ); public: BuoyancyController(); virtual ~BuoyancyController(); static void initPersistFields(); virtual void copyTo(SimObject* object); /// Integration. virtual void integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats ); // Scene render. virtual void renderOverlay( Scene* pScene, const SceneRenderState* pSceneRenderState, BatchRender* pBatchRenderer ); /// Declare Console Object. DECLARE_CONOBJECT( BuoyancyController ); }; #endif // _BUOYANCY_CONTROLLER_H_