physicsForce.h

Engine/source/T3D/physics/physicsForce.h

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Classes:

class

A physics force controller used for gameplay effects.

Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _T3D_PHYSICS_PHYSICSFORCE_H_
25#define _T3D_PHYSICS_PHYSICSFORCE_H_
26
27#ifndef _SCENEOBJECT_H_
28#include "scene/sceneObject.h"
29#endif
30#ifndef _T3D_PHYSICSCOMMON_H_
31#include "T3D/physics/physicsCommon.h"
32#endif
33#ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_
34#include "T3D/physics/physicsObject.h"
35#endif
36
37class PhysicsBody;
38class PhysicsWorld;
39
40
41/// A physics force controller used for gameplay effects.
42class PhysicsForce : public SceneObject
43{
44   typedef SceneObject Parent;
45
46public:
47
48   PhysicsForce();
49   virtual ~PhysicsForce();
50
51   DECLARE_CONOBJECT( PhysicsForce );
52
53   // SimObject
54   static void initPersistFields();
55   bool onAdd();
56   void onRemove();   
57   
58   // SceneObject
59   void onMount( SceneObject *obj, S32 node );
60   void onUnmount( SceneObject *obj, S32 node );
61
62   // ProcessObject
63   void processTick( const Move *move );
64
65   ///
66   void attach( const Point3F &start, const Point3F &direction, F32 maxDist );
67
68   ///
69   void detach( const Point3F &force = Point3F::Zero );
70
71   ///
72   bool isAttached() const { return mBody != NULL; }
73
74protected:
75
76   void _preTick();
77
78   ///
79   PhysicsWorld *mWorld;
80
81   F32 mForce;
82
83   ///
84   bool mPhysicsTick;
85
86   ///
87   WeakRefPtr<PhysicsBody> mBody;
88
89};
90
91
92#endif // _T3D_PHYSICS_PHYSICSFORCE_H_
93