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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 _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_
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