/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_PHYSICS_JOINT_SLIDER_H #define HPL_PHYSICS_JOINT_SLIDER_H #include "hpl1/engine/physics/PhysicsJoint.h" namespace hpl { //----------------------------------- kSaveData_ChildClass(iPhysicsJoint, iPhysicsJointSlider) { kSaveData_ClassInit(iPhysicsJointSlider) public : float mfMaxDistance; float mfMinDistance; cVector3f mvPin; virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame); virtual int GetSaveCreatePrio(); }; //----------------------------------- class iPhysicsJointSlider : public iPhysicsJoint { typedef iPhysicsJoint super; public: iPhysicsJointSlider(const tString &asName, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody, iPhysicsWorld *apWorld, const cVector3f &avPivotPoint) : iPhysicsJoint(asName, apParentBody, apChildBody, apWorld, avPivotPoint) {} virtual ~iPhysicsJointSlider() {} /** * Set the maximum distance the bodies can be from each other, relative to the start dist between them * This is true if pin points towards the child. * In other words, distance increases as the distance between start pivot and current pivot * increases in the opposite direction of the pin. */ virtual void SetMaxDistance(float afX) = 0; /** * Set the minimum distance the bodies can be from each other, relative to the start dist between them * This is true if pin points towards the child. */ virtual void SetMinDistance(float afX) = 0; virtual float GetMaxDistance() = 0; virtual float GetMinDistance() = 0; ePhysicsJointType GetType() { return ePhysicsJointType_Slider; } // SaveObject implementation virtual iSaveData *CreateSaveData(); virtual void SaveToSaveData(iSaveData *apSaveData); virtual void LoadFromSaveData(iSaveData *apSaveData); virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame); protected: float mfMaxDistance; float mfMinDistance; cVector3f mvPin; }; } // namespace hpl #endif // HPL_PHYSICS_JOINT_SLIDER_H