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