/* 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/graphics/BoneState.h" #include "hpl1/engine/physics/PhysicsBody.h" #include "hpl1/engine/math/Math.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cBoneState::cBoneState(const tString &asName, bool abAutoDeleteChildren) : cNode3D(asName, abAutoDeleteChildren) { mpBody = NULL; mpColliderBody = NULL; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cBoneState::SetBody(iPhysicsBody *apBody) { mpBody = apBody; } iPhysicsBody *cBoneState::GetBody() { return mpBody; } //----------------------------------------------------------------------- void cBoneState::SetColliderBody(iPhysicsBody *apBody) { mpColliderBody = apBody; } iPhysicsBody *cBoneState::GetColliderBody() { return mpColliderBody; } //----------------------------------------------------------------------- void cBoneState::SetBodyMatrix(const cMatrixf &a_mtxBody) { m_mtxBody = a_mtxBody; m_mtxInvBody = cMath::MatrixInverse(m_mtxBody); } const cMatrixf &cBoneState::GetBodyMatrix() { return m_mtxBody; } const cMatrixf &cBoneState::GetInvBodyMatrix() { return m_mtxInvBody; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PRIVATE METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- //----------------------------------------------------------------------- } // namespace hpl