physicsForce.h 2.5 KB

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  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 _T3D_PHYSICS_PHYSICSFORCE_H_
  23. #define _T3D_PHYSICS_PHYSICSFORCE_H_
  24. #ifndef _SCENEOBJECT_H_
  25. #include "scene/sceneObject.h"
  26. #endif
  27. #ifndef _T3D_PHYSICSCOMMON_H_
  28. #include "T3D/physics/physicsCommon.h"
  29. #endif
  30. #ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_
  31. #include "T3D/physics/physicsObject.h"
  32. #endif
  33. class PhysicsBody;
  34. class PhysicsWorld;
  35. /// A physics force controller used for gameplay effects.
  36. class PhysicsForce : public SceneObject
  37. {
  38. typedef SceneObject Parent;
  39. public:
  40. PhysicsForce();
  41. virtual ~PhysicsForce();
  42. DECLARE_CONOBJECT( PhysicsForce );
  43. // SimObject
  44. static void initPersistFields();
  45. bool onAdd();
  46. void onRemove();
  47. // SceneObject
  48. void onMount( SceneObject *obj, S32 node );
  49. void onUnmount( SceneObject *obj, S32 node );
  50. // ProcessObject
  51. void processTick( const Move *move );
  52. ///
  53. void attach( const Point3F &start, const Point3F &direction, F32 maxDist );
  54. ///
  55. void detach( const Point3F &force = Point3F::Zero );
  56. ///
  57. bool isAttached() const { return mBody != NULL; }
  58. protected:
  59. void _preTick();
  60. ///
  61. PhysicsWorld *mWorld;
  62. F32 mForce;
  63. ///
  64. bool mPhysicsTick;
  65. ///
  66. WeakRefPtr<PhysicsBody> mBody;
  67. };
  68. #endif // _T3D_PHYSICS_PHYSICSFORCE_H_