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Engine directory for ticket #1
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79
Engine/source/forest/forestWindAccumulator.h
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79
Engine/source/forest/forestWindAccumulator.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 _FORESTWINDACCUMULATOR_H_
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#define _FORESTWINDACCUMULATOR_H_
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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struct TreePlacementInfo;
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class ForestItemData;
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/// This simple class holds the state of the accumulated
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/// wind effect for a single tree.
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class ForestWindAccumulator
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{
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protected:
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struct VerletParticle
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{
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Point2F position;
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Point2F lastPosition;
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};
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F32 mCurrentStrength;
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Point2F mCurrentDir;
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Point3F mPosition;
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F32 mScale;
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ForestItemData *mDataBlock;
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VerletParticle mParticles[2];
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void _updateParticle( VerletParticle *particle, const Point2F &force, F32 timeDelta );
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public:
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ForestWindAccumulator( const TreePlacementInfo &info );
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~ForestWindAccumulator();
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void presimulate( const VectorF &windVector, U32 ticks );
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void updateWind( const VectorF &windVector, F32 timeDelta );
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void setDirection( const VectorF &dir ) { mCurrentDir.set( dir.x, dir.y ); }
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VectorF getDirection() const { return VectorF( mCurrentDir.x, mCurrentDir.y, 0 ); }
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void setStrength( F32 strength ) { mCurrentStrength = strength; }
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F32 getStrength() const { return mCurrentStrength; }
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void setPosition( const Point3F &pos ) { mPosition = pos; }
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Point3F getPosition() const { return mPosition; }
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void applyImpulse( const VectorF &impulse );
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};
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#endif // _FORESTWINDACCUMULATOR_H_
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