Show PhysicsParticle.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2003
//
// This file is part of Scorched3D.
//
// Scorched3D 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 2 of the License, or
// (at your option) any later version.
//
// Scorched3D 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 Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <engine/PhysicsParticle.h>
#include <engine/ScorchedContext.h>
PhysicsParticle::PhysicsParticle() :
collision_(false), totalActionTime_(0)
{
}
PhysicsParticle::~PhysicsParticle()
{
}
void PhysicsParticle::setPhysics(
PhysicsParticleInfo info,
Vector &position, Vector &velocity,
float sphereSize, float sphereDensity, float windFactor,
bool underGroundCollision, bool rotateOnCollision)
{
physicsObject_.setPhysics(
info,
*context_,
position, velocity,
sphereSize, sphereDensity, windFactor,
underGroundCollision,
rotateOnCollision);
physicsObject_.setHandler(this);
}
void PhysicsParticle::applyForce(Vector &force)
{
physicsObject_.applyForce(force);
}
void PhysicsParticle::collision(PhysicsParticleObject &position,
ScorchedCollisionId collisionId)
{
collision_ = true;
}
void PhysicsParticle::setCurrentPosition(Vector &position)
{
physicsObject_.setPosition(position);
}
Vector &PhysicsParticle::getCurrentPosition()
{
return physicsObject_.getPosition();
}
Vector &PhysicsParticle::getCurrentVelocity()
{
return physicsObject_.getVelocity();
}
Vector4 &PhysicsParticle::getRotationQuat()
{
return physicsObject_.getRotationQuat();
}
void PhysicsParticle::simulate(float frameTime, bool &remove)
{
physicsObject_.simulate(frameTime);
Action::simulate(frameTime, remove);
if (collision_) remove = true;
totalActionTime_ += frameTime;
if (totalActionTime_ > 30.0f) remove = true;
}
PhysicsParticleReferenced::PhysicsParticleReferenced()
{
}
PhysicsParticleReferenced::~PhysicsParticleReferenced()
{
}
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