88 lines
2.9 KiB
C++
88 lines
2.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_PHYSICS_JOINT_SLIDER_H
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#define HPL_PHYSICS_JOINT_SLIDER_H
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#include "hpl1/engine/physics/PhysicsJoint.h"
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namespace hpl {
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//-----------------------------------
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kSaveData_ChildClass(iPhysicsJoint, iPhysicsJointSlider) {
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kSaveData_ClassInit(iPhysicsJointSlider) public : float mfMaxDistance;
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float mfMinDistance;
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cVector3f mvPin;
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virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
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virtual int GetSaveCreatePrio();
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};
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//-----------------------------------
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class iPhysicsJointSlider : public iPhysicsJoint {
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typedef iPhysicsJoint super;
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public:
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iPhysicsJointSlider(const tString &asName, iPhysicsBody *apParentBody, iPhysicsBody *apChildBody,
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iPhysicsWorld *apWorld, const cVector3f &avPivotPoint)
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: iPhysicsJoint(asName, apParentBody, apChildBody, apWorld, avPivotPoint) {}
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virtual ~iPhysicsJointSlider() {}
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/**
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* Set the maximum distance the bodies can be from each other, relative to the start dist between them
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* This is true if pin points towards the child.
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* In other words, distance increases as the distance between start pivot and current pivot
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* increases in the opposite direction of the pin.
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*/
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virtual void SetMaxDistance(float afX) = 0;
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/**
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* Set the minimum distance the bodies can be from each other, relative to the start dist between them
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* This is true if pin points towards the child.
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*/
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virtual void SetMinDistance(float afX) = 0;
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virtual float GetMaxDistance() = 0;
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virtual float GetMinDistance() = 0;
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ePhysicsJointType GetType() { return ePhysicsJointType_Slider; }
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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protected:
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float mfMaxDistance;
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float mfMinDistance;
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cVector3f mvPin;
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};
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} // namespace hpl
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#endif // HPL_PHYSICS_JOINT_SLIDER_H
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