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- //-----------------------------------------------------------------------------
- // 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<ConstantForceController*>(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 );
- }
- }
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