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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.
*/
#ifndef HPL_COLLIDER_ENTITY_H
#define HPL_COLLIDER_ENTITY_H
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Renderable.h"
#include "hpl1/engine/math/MathTypes.h"
namespace hpl {
class iPhysicsWorld;
class iPhysicsBody;
class cColliderEntity : public iRenderable {
public:
cColliderEntity(const tString &asName, iPhysicsBody *apBody, iPhysicsWorld *apWorld);
~cColliderEntity();
iMaterial *GetMaterial() { return NULL; }
void UpdateGraphics(cCamera3D *apCamera, float afFrameTime, cRenderList *apRenderList) {}
iVertexBuffer *GetVertexBuffer() { return NULL; }
cBoundingVolume *GetBoundingVolume();
cMatrixf *GetModelMatrix(cCamera3D *apCamera);
int GetMatrixUpdateCount();
eRenderableType GetRenderType() { return eRenderableType_Dummy; }
// Entity implementation
tString GetEntityType() { return "Collider"; }
bool IsVisible() { return false; }
bool IsShadowCaster() { return false; }
void UpdateLogic(float afTimeStep) {}
private:
iPhysicsWorld *mpPhysicsWorld;
iPhysicsBody *mpBody;
};
//-----------------------------------------------------------------------
} // namespace hpl
#endif // HPL_COLLIDER_ENTITY_H
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