//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // 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 _AFX_FORCE_H_ #define _AFX_FORCE_H_ //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxForce Data class afxForceDesc; class afxForceData : public GameBaseData { typedef GameBaseData Parent; public: StringTableEntry force_set_name; afxForceDesc* force_desc; public: /*C*/ afxForceData(); /*C*/ afxForceData(const afxForceData&, bool = false); virtual bool onAdd(); virtual void packData(BitStream* stream); virtual void unpackData(BitStream* stream); virtual bool allowSubstitutions() const { return true; } virtual afxForceData* cloneAndPerformSubstitutions(const SimObject*, S32 index=0)=0; static void initPersistFields(); }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxForce class afxForce { afxForceData* datablock; protected: F32 fade_amt; public: /*C*/ afxForce(); /*D*/ ~afxForce(); virtual bool onNewDataBlock(afxForceData* dptr, bool reload); void setFadeAmount(F32 amt) { fade_amt = amt; } virtual void start() {}; virtual void update(F32 dt) {}; virtual Point3F evaluate(Point3F pos, Point3F v, F32 mass) { return Point3F(0,0,0); }; //=0; }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// class afxForceDesc { private: static Vector* forces; public: /*C*/ afxForceDesc(); virtual bool testForceType(const SimDataBlock*) const=0; virtual afxForce* create() const=0; static bool identifyForce(afxForceData*); }; //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #endif // _AFX_FORCE_H_