/* Crystal Space Entity Layer Copyright (C) 2001 by Jorrit Tyberghein This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef __CEL_PF_GRAVITY__ #define __CEL_PF_GRAVITY__ #include "cstypes.h" #include "csutil/scf.h" struct iCollider; struct iPcMesh; struct iPcMovable; struct iPcSolid; class csVector3; /** * Gravity handling property class. * * This property class supports the following actions (add prefix * 'cel.action.' to get the ID of the action and add prefix 'cel.parameter.' * to get the ID of the parameter): * - ApplyPermanentForce: parameters 'force' (csVector3). * * This property class supports the following properties (add prefix * 'cel.property.' to get the ID of the property): * - weight (float, read/write): the weight of the object. */ struct iPcGravity : public virtual iBase { SCF_INTERFACE (iPcGravity, 0, 0, 1); /** * Create a gravity collider from the given mesh. * A gravity collider is a small box at the bottom of the * mesh. */ virtual void CreateGravityCollider (iPcMesh* mesh) = 0; /** * Create a gravity collider with the specified dimensions. */ virtual void CreateGravityCollider (const csVector3& dim, const csVector3& offs) = 0; /** * Get the gravity collider. If this returns 0 we have * no gravity collider. */ virtual iCollider* GetGravityCollider () = 0; /** * Set the movable on which we will operate. If not set then * a default movable will be found and used instead. */ virtual void SetMovable (iPcMovable* movable) = 0; /** * Get the current movable. */ virtual iPcMovable* GetMovable () = 0; /** * Set the solid representation which we will additionally * use for collision detection. If not set then we will * find the default solid. */ virtual void SetSolid (iPcSolid* solid) = 0; /** * Get the current solid. */ virtual iPcSolid* GetSolid () = 0; /** * Set the weight of this object. */ virtual void SetWeight (float w) = 0; /** * Get the weight of this object. */ virtual float GetWeight () const = 0; /** * Clear all non-permanent forces. */ virtual void ClearForces () = 0; /** * Clear all permanent forces. */ virtual void ClearPermanentForces () = 0; /** * Reset speed (but leave forces alone). */ virtual void ResetSpeed () = 0; /** * Apply a non-permanent force. */ virtual void ApplyForce (const csVector3& force, float time) = 0; /** * Apply an permanent force. */ virtual void ApplyPermanentForce (const csVector3& force) = 0; /** * Return true if object is resting. This happens when the * object did not move the last time physics was checked. */ virtual bool IsResting () const = 0; /** * Activate/deactivate physics handling for this object. */ virtual void SetActive (bool activate) = 0; /** * Check activation status. */ virtual bool IsActive () const = 0; }; #endif // __CEL_PF_GRAVITY__