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DarkRP2D/external/Box2D-2.3.1/Contributions/Enhancements/Controllers/b2BuoyancyController.h
Julian Nießner d175d433a8 Added Box2D
2018-05-06 12:43:20 +02:00

103 lines
3.1 KiB
C++

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