| [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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| [3954] | 31 | public: |
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| [4762] | 32 | PhysicsInterface(); |
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| [4375] | 33 | virtual ~PhysicsInterface(); |
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| [4836] | 34 | /** @param mass the mass to set for this node. */ |
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| [4376] | 35 | inline void setMass( float mass ) { this->mass = mass; }; |
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| [4836] | 36 | /** @returns the mass of the node. */ |
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| [4376] | 37 | inline float getMass( void ) const { return mass; }; |
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| [4836] | 38 | /** @returns the mass of this node plus all its children (only valid for PNodes). */ |
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| [4376] | 39 | inline float getTotalMass( void ) const { return mass + massChildren; }; |
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| [3954] | 40 | |
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| [8190] | 41 | /** @returns the velocity */ |
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| 42 | inline const Vector getVelocity() { return this->velocity; } |
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| 43 | /** @returns the acceleration */ |
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| 44 | inline const Vector getAcceleration() { return this->acceleration; } |
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| 45 | |
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| [5257] | 46 | virtual void applyForce(const Vector& force); |
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| [4395] | 47 | virtual void applyField(Field* field); |
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| [4377] | 48 | virtual void tickPhys( float dt ); |
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| [4376] | 49 | |
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| [4121] | 50 | protected: |
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| [4395] | 51 | virtual void recalcMass(); |
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| [4376] | 52 | |
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| [4555] | 53 | |
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| [4376] | 54 | private: |
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| [4555] | 55 | float mass; //!< Mass of this object |
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| 56 | float massChildren; //!< Sum of the masses of the children nodes |
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| [4558] | 57 | |
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| [8190] | 58 | Vector velocity; //!< the velocity of the masspoint |
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| 59 | Vector acceleration; //!< acceleration of the masspoint |
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| 60 | |
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| [4555] | 61 | Vector forceSum; //!< Total central force for this tick |
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| 62 | Quaternion momentumSum; //!< Total momentum in this tick |
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| [4558] | 63 | bool bForceApplied; //!< If a force was applied to this object. |
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| [3954] | 64 | }; |
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| 65 | |
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| [4375] | 66 | #endif /* _PHYSICS_INTERFACE_H */ |
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