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source: orxonox.OLD/orxonox/trunk/src/lib/physics/physics_interface.h @ 4397

Last change on this file since 4397 was 4397, checked in by bensch, 19 years ago

orxonox/trunk: ok… forces now apply to the right objects, but i don't really like the way it works…. we will see….

File size: 1.6 KB
Line 
1/*!
2    \file physics_interface.h
3    \brief a physics interface simulating a body with a mass
4*/
5
6#ifndef _PHYSICS_INTERFACE_H
7#define _PHYSICS_INTERFACE_H
8
9#include "vector.h"
10#include "base_object.h"
11
12#ifndef NULL
13#define NULL 0
14#endif
15
16// Forward Declaration
17class Field;
18
19//! A Physics interface
20/**
21   The PhysicsInterface is an extension to Any other object,
22   that can be used to turn it to be Physcally animated.
23   Still you have to connect fields.
24   IMPORTANT is, that when using PNodes this baseclass is ok.
25   BUT, when using any other class that does not by itself implement
26   PNode you __MUST__ implement all the virtual functions by your own
27*/
28class PhysicsInterface : virtual public BaseObject
29{
30
31 public:
32  PhysicsInterface(void* objectPointer);
33  virtual ~PhysicsInterface();
34  /** \param mass the mass to set for this node. */
35  inline void setMass( float mass ) { this->mass = mass; };
36  /** \returns the mass of the node. */
37  inline float getMass( void ) const { return mass; };
38  /** \returns the mass of this node plus all its children (only valid for PNodes). */
39  inline float getTotalMass( void ) const { return mass + massChildren; };
40
41  virtual void applyField(Field* field);
42  virtual void tickPhys( float dt );
43
44 protected:
45  virtual void recalcMass();
46
47 
48 private:
49  void* objectPointer;
50  float mass;                   //!< Mass of this object
51  float massChildren;           //!< Sum of the masses of the children nodes
52  Vector forceSum;              //!< Total central force for this tick
53  Quaternion momentumSum;       //!< Total momentum in this tick
54       
55
56};
57
58#endif /* _PHYSICS_INTERFACE_H */
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