b2BuoyancyController.h
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上传日期:2022-01-07
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- /*
- * 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