//! Base implementation of a sphere for the sju physics engine /*! * A physical sphere is actually a particle with a volume. It * will respond accordingly to nearly all the effects and objects included in * the physics engine and can be used to simulate more complicated objects * cheaply. */ /* Copyright (C) 2009-10 Alejandro Valenzuela Roca, * * This file is part of MotorJ, a free framework for videogame creation. * * * * MotorJ is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * MotorJ 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with MotorJ. If not, see . */ #ifndef PSPHERE_CLASS_H #define PSPHERE_CLASS_H //#include "mjVectorAlgebra.h" #include "sjuengine-types.h" #include "pparticle-class.h" class pSphere: public pParticle { public: pSphere(); void SetRadius(float r); void ApplyEffect(vector3 effect, vector3& pointOfAction, sjuPETypes effectType, IPhysicalObject* interactionObject); }; #endif