PhysicsComponentFactory.cpp

Go to the documentation of this file.
00001 /*
00002 SagaEngine library
00003 Copyright (c) 2002-2006 Skalden Studio AS
00004 
00005 This software is provided 'as-is', without any express or implied 
00006 warranty. In no event will the authors be held liable for any 
00007 damages arising from the use of this software.
00008 
00009 Permission is granted to distribute the library under the terms of the 
00010 Q Public License version 1.0. Be sure to read and understand the license
00011 before using the library. It should be included here, or you may read it
00012 at http://www.trolltech.com/products/qt/licenses/licensing/qpl
00013 
00014 The original version of this library can be located at:
00015 http://www.sagaengine.com/
00016 
00017 Rune Myrland
00018 rune@skalden.com
00019 */
00020 
00021 
00022 #include "PhysicsComponentFactory.hpp"
00023 #include "PhysicsComponent.hpp"
00024 #include "../sim.hpp"
00025 #include "../SimEngine.hpp"
00026 #include "../config/all.hpp"
00027 #include "../stat/all.hpp"
00028 
00029 
00030 namespace se_core {
00031 
00032     PhysicsComponentFactory
00033     ::PhysicsComponentFactory()
00034         : ComponentFactory(sct_PHYSICS) {
00035     }
00036 
00037 
00038     Component* PhysicsComponentFactory
00039     ::create(Composite* owner) const {
00040         // Try to get existing component 
00041         // - allows overrides of default values
00042         // (Useful when loading saved games).
00043         PhysicsComponent::Ptr c(*owner);
00044         if(c == 0) {
00045             // Create new component
00046             c = new PhysicsComponent(owner, this);
00047         }
00048 
00049         c->nextMove() = move_;
00050         c->setDefaultPhysics(physics_);
00051 
00052         return c;
00053     }
00054 
00055     void PhysicsComponentFactory
00056     ::setPhysics(const char* name) {
00057         physics_ = Physics::lookup(name);
00058     }
00059 
00060 
00061     void PhysicsComponentFactory
00062     ::setMass(scale_t m) {
00063         move_.mass_ = m * SCALE_RES;
00064     }
00065 
00066 
00067     void PhysicsComponentFactory
00068     ::setFriction(float linear, float angular, float bounceDecay) {
00069         move_.linearFriction_ = linear * SCALE_STEP;
00070         move_.angularFriction_ = angular * SCALE_STEP;
00071         move_.bounceMaintain_ = 1 - bounceDecay;
00072     }
00073 
00074 
00075 }

Home Page | SagaEngine trunk (updated nightly) reference generated Sun Dec 2 20:06:11 2007 by Doxygen version 1.3.9.1.

SourceForge.net Logo