Torque3D Documentation / _generateds / physicsComponentInterface.h

physicsComponentInterface.h

Engine/source/T3D/components/physics/physicsComponentInterface.h

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Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef PHYSICS_COMPONENT_INTERFACE_H
25#define PHYSICS_COMPONENT_INTERFACE_H
26
27#ifndef CORE_INTERFACES_H
28#include "T3D/components/coreInterfaces.h"
29#endif
30
31class PhysicsComponentInterface : public Interface<PhysicsComponentInterface>
32{
33protected:
34   VectorF  mVelocity;
35   F32      mMass;
36
37   F32      mGravityMod;
38
39public:
40   void updateForces();
41
42   VectorF getVelocity() { return mVelocity; }
43   void setVelocity(VectorF vel) { mVelocity = vel; }
44
45   F32 getMass() { return mMass; }
46
47   Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > onPhysicsCollision;
48};
49
50#endif
51