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 | |
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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 | virtual void applyForce(const Vector& force); |
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42 | virtual void applyField(Field* field); |
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43 | virtual void tickPhys( float dt ); |
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44 | |
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45 | protected: |
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46 | virtual void recalcMass(); |
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47 | |
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48 | |
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49 | private: |
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50 | float mass; //!< Mass of this object |
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51 | float massChildren; //!< Sum of the masses of the children nodes |
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52 | |
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53 | Vector forceSum; //!< Total central force for this tick |
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54 | Quaternion momentumSum; //!< Total momentum in this tick |
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55 | bool bForceApplied; //!< If a force was applied to this object. |
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56 | }; |
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57 | |
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58 | #endif /* _PHYSICS_INTERFACE_H */ |
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