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