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📄 oasisphysicsresource.h

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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library is distributed in the hope that it will be useful,

 * but WITHOUT ANY WARRANTY; without even the implied warranty of

 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisPhysicsResource.h

 * DESCRIPTION : Physics resource

 * AUTHOR      : Zephie Greyvenstein

 *****************************************************************************/



/// Avoid double inclusion

#ifndef __PHYSICSRESOURCE_H__

#define __PHYSICSRESOURCE_H__



/// Include common stuff

#include "oasisCommon.h"

/// Include the rest of the needed oasis stuff

#include "oasisResource.h"

#include "oasisIterators.h"



namespace Oasis {

  /** Physics resource/template

      @remarks

      This defines a physics template from which physics objects can be

      created

  */

  class _oasisExport physicsResource : public resource {   

    /// The physics class needs access to parameter values

    friend class physics;

  public: 

    /// Constructor

    physicsResource( const string &thisName );

    /// Destructor

    virtual ~physicsResource( );

   

    /// List of collision proxies

    typedef std::list< proxy* > proxyList;

    /// Iterator for collision proxies

    typedef vectorIterator< proxyList > proxyIterator;

   

    /// Get the mass for this physics

    mass *getMass( void ) const;

    

    /// Add a box proxy

    boxProxy *addBoxProxy( real width, real height, real depth );

    /// Add a sphere proxy

    sphereProxy *addSphereProxy( real radius );

    /// Add a capped cylinder proxy

    ccylinderProxy *addCCylinderProxy( real radius, real length );    

   

    /// Remove a proxy

    void removeProxy( uint8 index );

    /// Remove a proxy

    void removeProxy( proxy *oldProxy );



    /// Remove all proxies from the physics

    void removeAllProxies( void );



    /// Get the collision proxy iterator

    proxyIterator getProxyIterator( void );

   

    /// Set the softness

    void setSoftness( const real newSoftness );

    /// Get the softness

    const real getSoftness( void ) const;

    

    /// Set the friction

    void setFriction( const real newFriction );   

    /// Get the friction

    const real getFriction( void ) const;

    

    /// Set whether to use gravity

    void setGravity( bool newState );

    /// Get gravity usage

    const bool getGravity( void ) const;



    /// Set the bounciness

    void setBounce( const real coEff, const real velThresh );

    /// Get the bounce co-efficient

    const real getBounceCoEff( void ) const;

    /// Get the bounce velocity threshold

    const real getBounceVelThreshold( void ) const;    



  private:

    /// The mass for this physical

    mass *usedMass;

    /// Collision proxies attached to this physical

    proxyList proxies;

   

    /// Gravity usage

    bool useGravity;

    /// Softness of physics

    real softness;

    /// Friction of physics

    real friction;

    /// Bounce co-efficient restitution

    real bounceCoeffRest;

    /// Bounce velocity threshold

    real bounceVelThreshold;

      

    /// Loads the resource for this object. Does nothing at the moment  

    void load( void ) {}

  };

};



#endif

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