Show PhysicsParticle.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_PhysicsParticle_H__53A44445_C8C9_4108_B5E1_744C0AF7A1D5__INCLUDED_)
#define AFX_PhysicsParticle_H__53A44445_C8C9_4108_B5E1_744C0AF7A1D5__INCLUDED_
#include <engine/Action.h>
#include <engine/PhysicsParticleObject.h>
class PhysicsParticle :
public Action,
public PhysicsParticleObjectHandler
{
public:
PhysicsParticle();
virtual ~PhysicsParticle();
virtual void setPhysics(
PhysicsParticleInfo info,
Vector &position, Vector &velocity,
float sphereSize = 0.0f,
float sphereDensity = 0.0f,
float windFactor = 1.0f,
bool underGroundCollision = false,
bool rotateOnCollision = false);
virtual void collision(PhysicsParticleObject &position,
ScorchedCollisionId collisionId);
Vector &getCurrentPosition();
Vector &getCurrentVelocity();
Vector4 &getRotationQuat();
void setCurrentPosition(Vector &position);
void applyForce(Vector &force);
// Inherited from action
virtual void simulate(float timepassed, bool &remove);
protected:
PhysicsParticleActionObject physicsObject_;
bool collision_;
float totalActionTime_;
};
class PhysicsParticleReferenced :
public PhysicsParticle
{
public:
PhysicsParticleReferenced();
virtual ~PhysicsParticleReferenced();
virtual bool getReferenced() { return true; }
};
#endif // !defined(AFX_PhysicsParticle_H__53A44445_C8C9_4108_B5E1_744C0AF7A1D5__INCLUDED_)
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