Added Box2D
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external/Box2D-2.3.1/Contributions/Enhancements/Controllers/b2BuoyancyController.h
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external/Box2D-2.3.1/Contributions/Enhancements/Controllers/b2BuoyancyController.h
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B2_BUOYANCYCONTROLLER_H
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#define B2_BUOYANCYCONTROLLER_H
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#include "b2Controller.h"
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class b2BuoyancyControllerDef;
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/// Calculates buoyancy forces for fluids in the form of a half plane.
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class b2BuoyancyController : public b2Controller{
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public:
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/// The outer surface normal
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b2Vec2 normal;
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/// The height of the fluid surface along the normal
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float32 offset;
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/// The fluid density
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float32 density;
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/// Fluid velocity, for drag calculations
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b2Vec2 velocity;
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/// Linear drag co-efficient
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float32 linearDrag;
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/// Linear drag co-efficient
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float32 angularDrag;
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/// If false, bodies are assumed to be uniformly dense, otherwise use the shapes densities
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bool useDensity; //False by default to prevent a gotcha
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/// If true, gravity is taken from the world instead of the gravity parameter.
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bool useWorldGravity;
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/// Gravity vector, if the world's gravity is not used
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b2Vec2 gravity;
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/// @see b2Controller::Step
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void Step(const b2TimeStep& step);
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/// @see b2Controller::Draw
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void Draw(b2DebugDraw *debugDraw);
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protected:
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void Destroy(b2BlockAllocator* allocator);
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private:
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friend class b2BuoyancyControllerDef;
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b2BuoyancyController(const b2BuoyancyControllerDef* def);
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};
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/// This class is used to build buoyancy controllers
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class b2BuoyancyControllerDef : public b2ControllerDef
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{
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public:
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/// The outer surface normal
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b2Vec2 normal;
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/// The height of the fluid surface along the normal
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float32 offset;
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/// The fluid density
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float32 density;
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/// Fluid velocity, for drag calculations
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b2Vec2 velocity;
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/// Linear drag co-efficient
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float32 linearDrag;
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/// Linear drag co-efficient
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float32 angularDrag;
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/// If false, bodies are assumed to be uniformly dense, otherwise use the shapes densities
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bool useDensity; //False by default to prevent a gotcha
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/// If true, gravity is taken from the world instead of the gravity parameter.
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bool useWorldGravity;
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/// Gravity vector, if the world's gravity is not used
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b2Vec2 gravity;
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b2BuoyancyControllerDef():
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normal(0,1),
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offset(0),
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density(0),
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velocity(0,0),
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linearDrag(0),
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angularDrag(0),
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useDensity(false),
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useWorldGravity(true),
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gravity(0,0)
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{
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}
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private:
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b2BuoyancyController* Create(b2BlockAllocator* allocator) const;
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};
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#endif
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