//----------------------------------------------------------------------------- // 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 _FORESTWINDACCUMULATOR_H_ #define _FORESTWINDACCUMULATOR_H_ #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif struct TreePlacementInfo; class ForestItemData; /// This simple class holds the state of the accumulated /// wind effect for a single tree. class ForestWindAccumulator { protected: struct VerletParticle { Point2F position; Point2F lastPosition; }; F32 mCurrentStrength; Point2F mCurrentDir; Point3F mPosition; F32 mScale; ForestItemData *mDataBlock; VerletParticle mParticles[2]; void _updateParticle( VerletParticle *particle, const Point2F &force, F32 timeDelta ); public: ForestWindAccumulator( const TreePlacementInfo &info ); ~ForestWindAccumulator(); void presimulate( const VectorF &windVector, U32 ticks ); void updateWind( const VectorF &windVector, F32 timeDelta ); void setDirection( const VectorF &dir ) { mCurrentDir.set( dir.x, dir.y ); } VectorF getDirection() const { return VectorF( mCurrentDir.x, mCurrentDir.y, 0 ); } void setStrength( F32 strength ) { mCurrentStrength = strength; } F32 getStrength() const { return mCurrentStrength; } void setPosition( const Point3F &pos ) { mPosition = pos; } Point3F getPosition() const { return mPosition; } void applyImpulse( const VectorF &impulse ); }; #endif // _FORESTWINDACCUMULATOR_H_