/* 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/Node2D.h" #include "hpl1/engine/scene/Entity2D.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cNode2D::cNode2D() { mvPosition = cVector3f(0); } //----------------------------------------------------------------------- cNode2D::~cNode2D() { } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iNode *cNode2D::CreateChild() { cNode2D *pNode = hplNew(cNode2D, ()); mlstNode.push_back(pNode); return pNode; } //----------------------------------------------------------------------- cNode2D *cNode2D::CreateChild2D() { return static_cast(CreateChild()); } //----------------------------------------------------------------------- void cNode2D::SetPosition(cVector3f avPos) { cVector3f vPosAdd = avPos - mvPosition; mvPosition = avPos; // Update all the entities for (tEntityListIt it = mlstEntity.begin(); it != mlstEntity.end(); it++) { iEntity2D *pEntity = static_cast(*it); pEntity->SetPosition(pEntity->GetLocalPosition()); // call an update?? } for (tNodeListIt NIt = mlstNode.begin(); NIt != mlstNode.end(); NIt++) { cNode2D *pNode = static_cast(*NIt); pNode->SetPosition(pNode->mvPosition + vPosAdd); } } //----------------------------------------------------------------------- void cNode2D::SetRotation(cVector3f avRot) { } //----------------------------------------------------------------------- void cNode2D::SetScale(cVector3f avScale) { } //----------------------------------------------------------------------- } // namespace hpl