| 1 | /*! | 
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| 2 | * @file physics_interface.h | 
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| 3 | *  a physics interface simulating a body with a mass | 
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| 4 | */ | 
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| 5 |  | 
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| 6 | #ifndef _PHYSICS_INTERFACE_H | 
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| 7 | #define _PHYSICS_INTERFACE_H | 
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| 8 |  | 
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| 9 | #include "base_object.h" | 
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| 10 |  | 
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| 11 | #include "vector.h" | 
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| 12 |  | 
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| 13 | #ifndef NULL | 
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| 14 | #define NULL 0          //!< NULL | 
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| 15 | #endif | 
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| 16 |  | 
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| 17 | // Forward Declaration | 
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| 18 | class Field; | 
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| 19 |  | 
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| 20 | //! A Physics interface | 
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| 21 | /** | 
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| 22 | The PhysicsInterface is an extension to Any other object, | 
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| 23 | that can be used to turn it to be Physcally animated. | 
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| 24 | Still you have to connect fields. | 
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| 25 | IMPORTANT is, that when using PNodes this baseclass is ok. | 
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| 26 | BUT, when using any other class that does not by itself implement | 
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| 27 | PNode you __MUST__ implement all the virtual functions by your own | 
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| 28 | */ | 
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| 29 | class PhysicsInterface : virtual public BaseObject | 
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| 30 | { | 
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| 31 | public: | 
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| 32 | PhysicsInterface(); | 
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| 33 | virtual ~PhysicsInterface(); | 
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| 34 | /** @param mass the mass to set for this node. */ | 
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| 35 | inline void setMass( float mass ) { this->mass = mass; }; | 
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| 36 | /** @returns the mass of the node. */ | 
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| 37 | inline float getMass( void ) const { return mass; }; | 
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| 38 | /** @returns the mass of this node plus all its children (only valid for PNodes). */ | 
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| 39 | inline float getTotalMass( void ) const { return mass + massChildren; }; | 
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| 40 |  | 
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| 41 | virtual void applyForce(const Vector& force); | 
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| 42 | virtual void applyField(Field* field); | 
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| 43 | virtual void tickPhys( float dt ); | 
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| 44 |  | 
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| 45 | protected: | 
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| 46 | virtual void recalcMass(); | 
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| 47 |  | 
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| 48 |  | 
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| 49 | private: | 
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| 50 | float          mass;                  //!< Mass of this object | 
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| 51 | float          massChildren;          //!< Sum of the masses of the children nodes | 
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| 52 |  | 
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| 53 | Vector         forceSum;              //!< Total central force for this tick | 
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| 54 | Quaternion     momentumSum;           //!< Total momentum in this tick | 
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| 55 | bool           bForceApplied;         //!< If a force was applied to this object. | 
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| 56 | }; | 
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| 57 |  | 
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| 58 | #endif /* _PHYSICS_INTERFACE_H */ | 
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