physicsComponentInterface.h 1.8 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849
  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 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 PHYSICS_COMPONENT_INTERFACE_H
  23. #define PHYSICS_COMPONENT_INTERFACE_H
  24. #ifndef CORE_INTERFACES_H
  25. #include "T3D/components/coreInterfaces.h"
  26. #endif
  27. class PhysicsComponentInterface : public Interface<PhysicsComponentInterface>
  28. {
  29. protected:
  30. VectorF mVelocity;
  31. F32 mMass;
  32. F32 mGravityMod;
  33. public:
  34. void updateForces();
  35. VectorF getVelocity() { return mVelocity; }
  36. void setVelocity(VectorF vel) { mVelocity = vel; }
  37. F32 getMass() { return mMass; }
  38. Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > PhysicsComponentInterface::onPhysicsCollision;
  39. };
  40. #endif