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