//////////////////////////////////////////////////////////////////////////////// // 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(__INCLUDE_PhysicsParticleObjecth_INCLUDE__) #define __INCLUDE_PhysicsParticleObjecth_INCLUDE__ #include #include class PhysicsParticleObject { public: PhysicsParticleObject(); virtual ~PhysicsParticleObject(); void setPhysics(PhysicsEngine &engine, Vector &position, Vector &velocity, float sphereSize = 0.0f, float sphereDensity = 0.0f, float windFactor = 1.0f); void applyForce(Vector &force); void simulate(float frameTime); Vector &getPosition(); Vector &getVelocity(); float *getRotationQuat(); void setPosition(Vector &position); void setData(void *data); protected: dBodyID body_; dGeomID geom_; Vector windFactor_; }; #endif