physicsForce.h
Engine/source/T3D/physics/physicsForce.h
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