//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

#ifndef PHYSICS_COMPONENT_INTERFACE_H
#define PHYSICS_COMPONENT_INTERFACE_H

#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif

class PhysicsComponentInterface : public Interface<PhysicsComponentInterface>
{
protected:
   VectorF  mVelocity;
   F32      mMass;

   F32		mGravityMod;

public:
   void updateForces();

   VectorF getVelocity() { return mVelocity; }
   void setVelocity(VectorF vel) { mVelocity = vel; }

   F32 getMass() { return mMass; }

   Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > onPhysicsCollision;
};

#endif