/* * 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