ConstantForceController.cc 3.1 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 _CONSTANT_FORCE_CONTROLLER_H_
  23. #include "2d/controllers/ConstantForceController.h"
  24. #endif
  25. // Script bindings.
  26. #include "ConstantForceController_ScriptBinding.h"
  27. //------------------------------------------------------------------------------
  28. IMPLEMENT_CONOBJECT(ConstantForceController);
  29. //------------------------------------------------------------------------------
  30. ConstantForceController::ConstantForceController()
  31. {
  32. // Reset the constant force.
  33. mForce.SetZero();
  34. }
  35. //------------------------------------------------------------------------------
  36. ConstantForceController::~ConstantForceController()
  37. {
  38. }
  39. //------------------------------------------------------------------------------
  40. void ConstantForceController::initPersistFields()
  41. {
  42. // Call parent.
  43. Parent::initPersistFields();
  44. // Force.
  45. addProtectedField("Force", TypeVector2, Offset( mForce, ConstantForceController), &defaultProtectedSetFn, &defaultProtectedGetFn, "The constant force to apply.");
  46. }
  47. //------------------------------------------------------------------------------
  48. void ConstantForceController::copyTo(SimObject* object)
  49. {
  50. // Call to parent.
  51. Parent::copyTo(object);
  52. // Cast to controller.
  53. ConstantForceController* pController = static_cast<ConstantForceController*>(object);
  54. // Sanity!
  55. AssertFatal(pController != NULL, "ConstantForceController::copyTo() - Object is not the correct type.");
  56. // Copy state.
  57. pController->setForce( getForce() );
  58. }
  59. //------------------------------------------------------------------------------
  60. void ConstantForceController::integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats )
  61. {
  62. // Process all the scene objects.
  63. for( SceneObjectSet::iterator itr = begin(); itr != end(); ++itr )
  64. {
  65. // Apply the force.
  66. (*itr)->applyForce( mForce, true );
  67. }
  68. }