/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/scene/ColliderEntity.h" #include "hpl1/engine/physics/CollideShape.h" #include "hpl1/engine/physics/PhysicsBody.h" #include "hpl1/engine/physics/PhysicsWorld.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cColliderEntity::cColliderEntity(const tString &asName, iPhysicsBody *apBody, iPhysicsWorld *apWorld) : iRenderable(asName) { mpPhysicsWorld = apWorld; mpBody = apBody; mBoundingVolume = apBody->GetShape()->GetBoundingVolume(); } //----------------------------------------------------------------------- cColliderEntity::~cColliderEntity() { if (mpBody && mpPhysicsWorld) mpPhysicsWorld->DestroyBody(mpBody); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cBoundingVolume *cColliderEntity::GetBoundingVolume() { return &mBoundingVolume; } //----------------------------------------------------------------------- cMatrixf *cColliderEntity::GetModelMatrix(cCamera3D *apCamera) { return &GetWorldMatrix(); } //----------------------------------------------------------------------- int cColliderEntity::GetMatrixUpdateCount() { return GetTransformUpdateCount(); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PRIVATE METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- //----------------------------------------------------------------------- } // namespace hpl