1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2009
4 // This file is part of Scorched3D.
6 // Scorched3D is free software; you can redistribute it and/or modify
7 // it under the terms of the GNU General Public License as published by
8 // the Free Software Foundation; either version 2 of the License, or
9 // (at your option) any later version.
11 // Scorched3D is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with Scorched3D; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 ////////////////////////////////////////////////////////////////////////////////
21 #include <engine/PhysicsParticle.h>
22 #include <engine/ScorchedContext.h>
24 PhysicsParticle::PhysicsParticle() :
25 Action("PhysicsParticle"),
26 collision_(false), totalActionTime_(0)
31 PhysicsParticle::~PhysicsParticle()
36 void PhysicsParticle::setPhysics(
37 PhysicsParticleInfo info
,
38 FixedVector
&position
, FixedVector
&velocity
,
39 fixed sphereSize
, fixed sphereDensity
, fixed windFactor
,
40 bool underGroundCollision
, bool rotateOnCollision
,
43 physicsObject_
.setPhysics(
47 sphereSize
, sphereDensity
, windFactor
,
51 physicsObject_
.setHandler(this);
54 void PhysicsParticle::applyForce(FixedVector
&force
)
56 physicsObject_
.applyForce(force
);
59 void PhysicsParticle::collision(PhysicsParticleObject
&position
,
60 ScorchedCollisionId collisionId
)
65 void PhysicsParticle::setCurrentPosition(FixedVector
&position
)
67 physicsObject_
.setPosition(position
);
70 FixedVector
&PhysicsParticle::getCurrentPosition()
72 return physicsObject_
.getPosition();
75 FixedVector
&PhysicsParticle::getCurrentVelocity()
77 return physicsObject_
.getVelocity();
80 FixedVector4
&PhysicsParticle::getRotationQuat()
82 return physicsObject_
.getRotationQuat();
85 void PhysicsParticle::simulate(fixed frameTime
, bool &remove
)
87 physicsObject_
.simulate(frameTime
);
88 Action::simulate(frameTime
, remove
);
89 if (collision_
) remove
= true;
90 totalActionTime_
+= frameTime
;
91 if (totalActionTime_
> 30) remove
= true;
94 PhysicsParticleReferenced::PhysicsParticleReferenced()
98 PhysicsParticleReferenced::~PhysicsParticleReferenced()