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/* 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.
*/
#include "hpl1/engine/scene/ColliderEntity.h"
#include "hpl1/engine/physics/CollideShape.h"
#include "hpl1/engine/physics/PhysicsBody.h"
#include "hpl1/engine/physics/PhysicsWorld.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cColliderEntity::cColliderEntity(const tString &asName, iPhysicsBody *apBody, iPhysicsWorld *apWorld) : iRenderable(asName) {
mpPhysicsWorld = apWorld;
mpBody = apBody;
mBoundingVolume = apBody->GetShape()->GetBoundingVolume();
}
//-----------------------------------------------------------------------
cColliderEntity::~cColliderEntity() {
if (mpBody && mpPhysicsWorld)
mpPhysicsWorld->DestroyBody(mpBody);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cBoundingVolume *cColliderEntity::GetBoundingVolume() {
return &mBoundingVolume;
}
//-----------------------------------------------------------------------
cMatrixf *cColliderEntity::GetModelMatrix(cCamera3D *apCamera) {
return &GetWorldMatrix();
}
//-----------------------------------------------------------------------
int cColliderEntity::GetMatrixUpdateCount() {
return GetTransformUpdateCount();
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
} // namespace hpl
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