89 lines
2.5 KiB
C++
89 lines
2.5 KiB
C++
#pragma once
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/* -*-c++-*-
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* dtEntity Game and Simulation Engine
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*
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* This library is free software; you can redistribute it and/or modify it under
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* the terms of the GNU Lesser General Public License as published by the Free
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* Software Foundation; either version 2.1 of the License, or (at your option)
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* any later version.
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*
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* This library is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
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* details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this library; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Martin Scheffler
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*/
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#include <dtEntity/export.h>
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntity/component.h>
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#include <dtEntity/dynamicproperty.h>
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#include <dtEntity/stringid.h>
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namespace dtEntity
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{
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///////////////////////////////////////////////////////////////////////////
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class DT_ENTITY_EXPORT DynamicsComponent
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: public Component
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{
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public:
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typedef Component BaseClass;
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static const ComponentType TYPE;
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static const StringId VelocityId;
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static const StringId AngularVelocityId;
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static const StringId AccelerationId;
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DynamicsComponent();
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virtual ~DynamicsComponent();
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virtual ComponentType GetType() const { return TYPE; }
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void OnAddedToEntity(Entity &entity) { mEntity = &entity; }
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Vec3f GetVelocity() const { return mVelocityVal; }
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void SetVelocity(const Vec3f& v);
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const Quat& GetAngularVelocity() const { return mAngularVelocity.GetAsQuat(); }
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void SetAngularVelocity(const Quat& v) { mAngularVelocity.Set(v); }
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const Vec3f& GetAcceleration() const { return mAcceleration.GetAsVec3(); }
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void SetAcceleration(const Vec3f& v) { mAcceleration.Set(v); }
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protected:
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Entity* mEntity;
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// path to loaded script file
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DynamicVec3Property mVelocity;
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Vec3f mVelocityVal;
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QuatProperty mAngularVelocity;
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Vec3Property mAcceleration;
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bool mIsMoving;
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};
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///////////////////////////////////////////////////////////////////////////
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// storage only
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class DT_ENTITY_EXPORT DynamicsSystem
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: public DefaultEntitySystem<DynamicsComponent>
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{
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public:
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static const ComponentType TYPE;
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DynamicsSystem(EntityManager& em);
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~DynamicsSystem();
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};
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}
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