mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
81 lines
2.9 KiB
C++
81 lines
2.9 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_FORCE_SET_H_
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#define _AFX_FORCE_SET_H_
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxForce;
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class afxForceSet
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{
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Vector<afxForce*> mForce_v;
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StringTableEntry mName;
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// tick-based updating
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F32 mUpdate_dt; // constant update interval, in seconds
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F32 mElapsed_dt; // runtime elapsed delta, in seconds
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U32 mElapsed_ms;
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S32 mNum_updates;
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S32 mLast_num_updates;
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public:
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/*C*/ afxForceSet(const char* name=0);
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void add(afxForce* force) { mForce_v.push_back(force); }
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void remove(afxForce* force);
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S32 count() { return mForce_v.size(); }
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afxForce* getForce(S32 idx) { return mForce_v[idx]; }
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const char* getName() const { return mName; }
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void setUpdateDT(F32 update_dt) { mUpdate_dt = update_dt; }
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F32 getUpdateDT() { return mUpdate_dt; }
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S32 updateDT(F32 dt);
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class afxForceSetMgr
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{
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Vector<afxForceSet*> forces_sets;
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public:
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/*C*/ afxForceSetMgr();
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/*D*/ ~afxForceSetMgr();
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afxForceSet* findForceSet(StringTableEntry name);
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S32 numForceSets() const { return forces_sets.size(); }
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void registerForce(StringTableEntry forces_set_name, afxForce* force);
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void unregisterForce(StringTableEntry forces_set_name, afxForce* force);
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_FORCE_SET_H_
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