12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091 |
- //-----------------------------------------------------------------------------
- // 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<PhysicsBody> mBody;
- };
- #endif // _T3D_PHYSICS_PHYSICSFORCE_H_
|