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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_BONE_STATE_H
#define HPL_BONE_STATE_H
#include "hpl1/engine/scene/Node3D.h"
namespace hpl {
class iPhysicsBody;
class cBoneState : public cNode3D {
public:
cBoneState(const tString &asName, bool abAutoDeleteChildren);
void SetBody(iPhysicsBody *apBody);
iPhysicsBody *GetBody();
void SetColliderBody(iPhysicsBody *apBody);
iPhysicsBody *GetColliderBody();
void SetBodyMatrix(const cMatrixf &a_mtxBody);
const cMatrixf &GetBodyMatrix();
const cMatrixf &GetInvBodyMatrix();
private:
iPhysicsBody *mpBody;
cMatrixf m_mtxBody;
cMatrixf m_mtxInvBody;
iPhysicsBody *mpColliderBody;
};
} // namespace hpl
#endif // HPL_BONE_STATE_H