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engines/hpl1/engine/scene/ColliderEntity.cpp
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89
engines/hpl1/engine/scene/ColliderEntity.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/scene/ColliderEntity.h"
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#include "hpl1/engine/physics/CollideShape.h"
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#include "hpl1/engine/physics/PhysicsBody.h"
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#include "hpl1/engine/physics/PhysicsWorld.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cColliderEntity::cColliderEntity(const tString &asName, iPhysicsBody *apBody, iPhysicsWorld *apWorld) : iRenderable(asName) {
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mpPhysicsWorld = apWorld;
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mpBody = apBody;
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mBoundingVolume = apBody->GetShape()->GetBoundingVolume();
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}
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//-----------------------------------------------------------------------
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cColliderEntity::~cColliderEntity() {
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if (mpBody && mpPhysicsWorld)
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mpPhysicsWorld->DestroyBody(mpBody);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cBoundingVolume *cColliderEntity::GetBoundingVolume() {
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return &mBoundingVolume;
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}
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//-----------------------------------------------------------------------
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cMatrixf *cColliderEntity::GetModelMatrix(cCamera3D *apCamera) {
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return &GetWorldMatrix();
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}
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//-----------------------------------------------------------------------
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int cColliderEntity::GetMatrixUpdateCount() {
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return GetTransformUpdateCount();
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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} // namespace hpl
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