Torque3D/Engine/source/T3D/physics/physicsForce.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

92 lines
2.5 KiB
C++

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