115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
/* 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/Area2D.h"
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#include "hpl1/engine/impl/tinyXML/tinyxml.h"
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#include "hpl1/engine/physics/Body2D.h"
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#include "hpl1/engine/physics/Collider2D.h"
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#include "hpl1/engine/system/String.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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cArea2D::cArea2D(const tString &asName, const tString &asTypeName, cCollider2D *apCollider)
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: iEntity2D(asName) {
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UpdateBoundingBox();
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msType = asTypeName;
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mpCollider = apCollider;
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}
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//-----------------------------------------------------------------------
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cArea2D::~cArea2D() {
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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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bool cArea2D::CheckWorldCollision(tFlag alFlags) {
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cRect2f CollideRect = GetBoundingBox();
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return mpCollider->CollideRect(CollideRect, alFlags, NULL) != 0 ? true : false;
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}
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//-----------------------------------------------------------------------
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bool cArea2D::CheckBodyCollision(cBody2D *apBody) {
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return false;
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}
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//-----------------------------------------------------------------------
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bool cArea2D::LoadData(TiXmlElement *apRootElem) {
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mvCustom.x = cString::ToFloat(apRootElem->Attribute("SizeX"), 0);
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mvCustom.y = cString::ToFloat(apRootElem->Attribute("SizeY"), 0);
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mvCustom.z = cString::ToFloat(apRootElem->Attribute("SizeZ"), 0);
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mvSize.x = cString::ToFloat(apRootElem->Attribute("Width"), 0);
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mvSize.y = cString::ToFloat(apRootElem->Attribute("Height"), 0);
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mbIsActive = cString::ToBool(apRootElem->Attribute("Active"), true);
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return true;
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}
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//-----------------------------------------------------------------------
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const cRect2f &cArea2D::GetBoundingBox() {
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return mBoundingBox;
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}
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//-----------------------------------------------------------------------
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bool cArea2D::UpdateBoundingBox() {
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mBoundingBox = cRect2f(cVector2f(GetWorldPosition().x - mvSize.x / 2,
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GetWorldPosition().y - mvSize.y / 2),
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mvSize);
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return true;
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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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