PointForceController.h 2.7 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _ATTRACTOR_CONTROLLER_H_
  23. #define _ATTRACTOR_CONTROLLER_H_
  24. #ifndef _PICKING_SCENE_CONTROLLER_H_
  25. #include "2d/controllers/core/pickingSceneController.h"
  26. #endif
  27. #ifndef _VECTOR2_H_
  28. #include "2d/core/vector2.h"
  29. #endif
  30. //------------------------------------------------------------------------------
  31. class PointForceController : public PickingSceneController
  32. {
  33. private:
  34. typedef PickingSceneController Parent;
  35. Vector2 mPosition;
  36. F32 mRadius;
  37. F32 mForce;
  38. public:
  39. PointForceController();
  40. virtual ~PointForceController();
  41. static void initPersistFields();
  42. virtual void copyTo(SimObject* object);
  43. inline void setPosition( const Vector2& position ) { mPosition = position; }
  44. inline const Vector2& getPosition( void ) const { return mPosition; }
  45. inline void setRadius( const F32 radius ) { mRadius = getMax( radius, FLT_MIN ); }
  46. inline F32 getRadius( void ) const { return mRadius; }
  47. inline void setForce( const F32 force ) { mForce = force; }
  48. inline F32 getForce( void ) const { return mForce; }
  49. /// Integration.
  50. virtual void integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats );
  51. // Scene render.
  52. virtual void renderOverlay( Scene* pScene, const SceneRenderState* pSceneRenderState, BatchRender* pBatchRenderer );
  53. /// Declare Console Object.
  54. DECLARE_CONOBJECT( PointForceController );
  55. };
  56. #endif // _ATTRACTOR_CONTROLLER_H_