| [4555] | 1 | /*! | 
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| [5039] | 2 |  * @file physics_interface.h | 
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| [4836] | 3 |   *  a physics interface simulating a body with a mass | 
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| [3954] | 4 | */ | 
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 | 5 |  | 
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| [4375] | 6 | #ifndef _PHYSICS_INTERFACE_H | 
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 | 7 | #define _PHYSICS_INTERFACE_H | 
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| [3954] | 8 |  | 
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| [4377] | 9 | #include "base_object.h" | 
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| [3954] | 10 |  | 
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| [5143] | 11 | #include "vector.h" | 
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| [6616] | 12 | #include "quaternion.h" | 
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| [4397] | 13 | #ifndef NULL | 
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| [4480] | 14 | #define NULL 0          //!< NULL | 
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| [4397] | 15 | #endif | 
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 | 16 |  | 
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| [4377] | 17 | // Forward Declaration | 
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 | 18 | class Field; | 
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 | 19 |  | 
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| [3961] | 20 | //! A Physics interface | 
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| [3954] | 21 | /** | 
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| [4395] | 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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| [3954] | 28 | */ | 
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| [4382] | 29 | class PhysicsInterface : virtual public BaseObject | 
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| [4377] | 30 | { | 
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| [9869] | 31 |   ObjectListDeclaration(PhysicsInterface); | 
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| [3954] | 32 |  public: | 
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| [4762] | 33 |   PhysicsInterface(); | 
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| [4375] | 34 |   virtual ~PhysicsInterface(); | 
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| [4836] | 35 |   /** @param mass the mass to set for this node. */ | 
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| [4376] | 36 |   inline void setMass( float mass ) { this->mass = mass; }; | 
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| [4836] | 37 |   /** @returns the mass of the node. */ | 
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| [4376] | 38 |   inline float getMass( void ) const { return mass; }; | 
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| [4836] | 39 |   /** @returns the mass of this node plus all its children (only valid for PNodes). */ | 
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| [4376] | 40 |   inline float getTotalMass( void ) const { return mass + massChildren; }; | 
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| [3954] | 41 |  | 
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| [8190] | 42 |   /** @returns the velocity */ | 
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 | 43 |   inline const Vector getVelocity() { return this->velocity; } | 
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 | 44 |   /** @returns the acceleration */ | 
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 | 45 |   inline const Vector getAcceleration() { return this->acceleration; } | 
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 | 46 |  | 
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| [5257] | 47 |   virtual void applyForce(const Vector& force); | 
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| [4395] | 48 |   virtual void applyField(Field* field); | 
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| [4377] | 49 |   virtual void tickPhys( float dt ); | 
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| [4376] | 50 |  | 
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| [4121] | 51 |  protected: | 
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| [4395] | 52 |   virtual void recalcMass(); | 
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| [4376] | 53 |  | 
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| [4555] | 54 |  | 
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| [4376] | 55 |  private: | 
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| [4555] | 56 |   float          mass;                  //!< Mass of this object | 
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 | 57 |   float          massChildren;          //!< Sum of the masses of the children nodes | 
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| [4558] | 58 |  | 
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| [8190] | 59 |   Vector         velocity;              //!< the velocity of the masspoint | 
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 | 60 |   Vector         acceleration;          //!< acceleration of the masspoint | 
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 | 61 |  | 
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| [4555] | 62 |   Vector         forceSum;              //!< Total central force for this tick | 
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 | 63 |   Quaternion     momentumSum;           //!< Total momentum in this tick | 
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| [4558] | 64 |   bool           bForceApplied;         //!< If a force was applied to this object. | 
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| [3954] | 65 | }; | 
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 | 66 |  | 
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| [4375] | 67 | #endif /* _PHYSICS_INTERFACE_H */ | 
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