| 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 | #include "quaternion.h" | 
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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 |   /** @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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| 46 |   virtual void applyForce(const Vector& force); | 
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| 47 |   virtual void applyField(Field* field); | 
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| 48 |   virtual void tickPhys( float dt ); | 
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| 49 |  | 
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| 50 |  protected: | 
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| 51 |   virtual void recalcMass(); | 
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| 52 |  | 
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| 53 |  | 
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| 54 |  private: | 
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| 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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| 57 |  | 
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| 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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| 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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| 63 |   bool           bForceApplied;         //!< If a force was applied to this object. | 
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| 64 | }; | 
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| 65 |  | 
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| 66 | #endif /* _PHYSICS_INTERFACE_H */ | 
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