//////////////////////////////////////////////////////////////////////////////// // 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_ // Both these classes are the same except for the inheritance // Need to find a better way to do this #include #include #include class PhysicsParticle : public Action { public: PhysicsParticle(); virtual ~PhysicsParticle(); virtual void setPhysics( Vector &position, Vector &velocity, float sphereSize = 0.0f, float sphereDensity = 0.0f, float windFactor = 1.0f); virtual void collision(Vector &position); Vector &getCurrentPosition(); Vector &getCurrentVelocity(); void applyForce(Vector &force); void setData(void *data); // Inherited from action virtual void simulate(float timepassed, bool &remove); protected: PhysicsParticleObject physicsObject_; bool collision_; float totalActionTime_; }; class PhysicsParticleMeta : public ActionMeta { public: PhysicsParticleMeta(); virtual ~PhysicsParticleMeta(); virtual void setPhysics( Vector &position, Vector &velocity, float sphereSize = 0.0f, float sphereDensity = 0.0f, float windFactor = 1.0f); virtual void collision(Vector &position); Vector &getCurrentPosition(); Vector &getCurrentVelocity(); float *getRotationQuat(); void setData(void *data); void setCurrentPosition(Vector &position); void applyForce(Vector &force); // Inherited from action virtual void simulate(float timepassed, bool &remove); protected: PhysicsParticleObject physicsObject_; bool collision_; float totalActionTime_; Vector warpPosition_; bool warp_; }; #endif // !defined(AFX_PhysicsParticle_H__53A44445_C8C9_4108_B5E1_744C0AF7A1D5__INCLUDED_)