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Engine directory for ticket #1
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Engine/source/T3D/physics/physicsForce.h
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Engine/source/T3D/physics/physicsForce.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _T3D_PHYSICS_PHYSICSFORCE_H_
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#define _T3D_PHYSICS_PHYSICSFORCE_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _T3D_PHYSICSCOMMON_H_
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#include "T3D/physics/physicsCommon.h"
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#endif
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#ifndef _T3D_PHYSICS_PHYSICSOBJECT_H_
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#include "T3D/physics/physicsObject.h"
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#endif
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class PhysicsBody;
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class PhysicsWorld;
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/// A physics force controller used for gameplay effects.
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class PhysicsForce : public SceneObject
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{
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typedef SceneObject Parent;
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public:
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PhysicsForce();
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virtual ~PhysicsForce();
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DECLARE_CONOBJECT( PhysicsForce );
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// SimObject
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static void initPersistFields();
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bool onAdd();
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void onRemove();
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// SceneObject
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void onMount( SceneObject *obj, S32 node );
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void onUnmount( SceneObject *obj, S32 node );
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// ProcessObject
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void processTick( const Move *move );
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///
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void attach( const Point3F &start, const Point3F &direction, F32 maxDist );
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///
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void detach( const Point3F &force = Point3F::Zero );
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///
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bool isAttached() const { return mBody != NULL; }
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protected:
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void _preTick();
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///
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PhysicsWorld *mWorld;
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F32 mForce;
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///
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bool mPhysicsTick;
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///
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WeakRefPtr<PhysicsBody> mBody;
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};
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#endif // _T3D_PHYSICS_PHYSICSFORCE_H_
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