//----------------------------------------------------------------------------- // Copyright (c) 2012 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 _T3D_PHYSICS_PHYSICSFORCE_H_ #define _T3D_PHYSICS_PHYSICSFORCE_H_ #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _T3D_PHYSICSCOMMON_H_ #include "T3D/physics/physicsCommon.h" #endif #ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_ #include "T3D/physics/physicsObject.h" #endif class PhysicsBody; class PhysicsWorld; /// A physics force controller used for gameplay effects. class PhysicsForce : public SceneObject { typedef SceneObject Parent; public: PhysicsForce(); virtual ~PhysicsForce(); DECLARE_CONOBJECT( PhysicsForce ); // SimObject static void initPersistFields(); bool onAdd(); void onRemove(); // SceneObject void onMount( SceneObject *obj, S32 node ); void onUnmount( SceneObject *obj, S32 node ); // ProcessObject void processTick( const Move *move ); /// void attach( const Point3F &start, const Point3F &direction, F32 maxDist ); /// void detach( const Point3F &force = Point3F::Zero ); /// bool isAttached() const { return mBody != NULL; } protected: void _preTick(); /// PhysicsWorld *mWorld; F32 mForce; /// bool mPhysicsTick; /// WeakRefPtr mBody; }; #endif // _T3D_PHYSICS_PHYSICSFORCE_H_