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BuoyancyController.h
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/
BuoyancyController.h
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//-----------------------------------------------------------------------------
// Copyright (c) 2013 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _BUOYANCY_CONTROLLER_H_
#define _BUOYANCY_CONTROLLER_H_
#ifndef _PICKING_SCENE_CONTROLLER_H_
#include "2d/controllers/core/PickingSceneController.h"
#endif
#ifndef _VECTOR2_H_
#include "2d/core/vector2.h"
#endif
//------------------------------------------------------------------------------
class BuoyancyController : public PickingSceneController
{
private:
typedef PickingSceneController Parent;
/// The fluid area.
b2AABB mFluidArea;
/// The fluid density.
F32 mFluidDensity;
/// Fluid flow velocity for drag calculations.
Vector2 mFlowVelocity;
/// Linear drag co-efficient.
F32 mLinearDrag;
/// Linear drag co-efficient.
F32 mAngularDrag;
/// Gravity to use inside the fluid.
Vector2 mFluidGravity;
/// Whether to use the collision shape densities or assume a uniform density.
bool mUseShapeDensity;
/// The outer fluid surface normal.
Vector2 mSurfaceNormal;
protected:
F32 ComputeCircleSubmergedArea( const b2Transform& bodyTransform, const b2CircleShape* pShape, Vector2& center );
F32 ComputePolygonSubmergedArea( const b2Transform& bodyTransform, const b2PolygonShape* pShape, Vector2& center );
public:
BuoyancyController();
virtual ~BuoyancyController();
static void initPersistFields();
virtual void copyTo(SimObject* object);
/// Integration.
virtual void integrate( Scene* pScene, const F32 totalTime, const F32 elapsedTime, DebugStats* pDebugStats );
// Scene render.
virtual void renderOverlay( Scene* pScene, const SceneRenderState* pSceneRenderState, BatchRender* pBatchRenderer );
/// Declare Console Object.
DECLARE_CONOBJECT( BuoyancyController );
};
#endif // _BUOYANCY_CONTROLLER_H_