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- #include "CharacterProxy.h"
- #include "PhysicsScene.h"
- #include "PhysCharacter.h"
- CharacterProxy::CharacterProxy(float radius, float height, PhysicsScene& scene) :
- IPhysCharacter(&scene),
- IProxy(scene),
- CONSTRUCT_MCALLS,//m_calls(__FILE__, __LINE__),
- m_realChar(NULL),
- m_radius(radius),
- m_height(height),
- m_position(0.0f),
- m_changedPosition(false)
- {
- }
- CharacterProxy::~CharacterProxy(void)
- {
- if (m_realChar)
- m_realChar->Release(), m_realChar = NULL;
- DELETE_MCALLS
- //for (unsigned int i = 0; i < m_calls.Size(); ++i) def_delete(m_calls[i]);
- //m_calls.DelAll();
- }
- //////////////////////////////////////////////////////////////////////////
- // IPhysCharacter
- //////////////////////////////////////////////////////////////////////////
- //Установить радиус персонажу
- void CharacterProxy::SetRadius(float v)
- {
- m_radius = v;
- m_calls.Add
- (
- MakeDeferrer<IPhysCharacter, void, float>(DEF_FREF(IPhysCharacter::SetRadius), v)
- );
- }
- //Получить радиус персонажа
- float CharacterProxy::GetRadius()
- {
- if (!m_realChar)
- return m_radius;
- return m_realChar->GetRadius();
- }
- //Установить высоту персонажу
- void CharacterProxy::SetHeight(float v)
- {
- m_height = v;
- m_calls.Add
- (
- MakeDeferrer<IPhysCharacter, void, float>(DEF_FREF(IPhysCharacter::SetHeight), v)
- );
- }
- //Получить высоту персонажа
- float CharacterProxy::GetHeight()
- {
- if (!m_realChar)
- return m_height;
- return m_realChar->GetHeight();
- }
- //Установить позицию
- void CharacterProxy::SetPosition(const Vector & pos)
- {
- m_changedPosition = true;
- m_position = pos;
- m_calls.Add
- (
- MakeDeferrer<IPhysCharacter, void, const Vector&>(DEF_FREF(IPhysCharacter::SetPosition), pos)
- );
- }
- //Получить позицию
- Vector CharacterProxy::GetPosition()
- {
- if (!m_realChar || m_changedPosition)
- return m_position;
- return m_realChar->GetPosition();
- }
- //Передвинуть персонажа
- dword CharacterProxy::Move(const Vector & move, dword collisionGroups)
- {
- m_calls.Add
- (
- MakeDeferrer<IPhysCharacter, dword, const Vector&, dword>(DEF_FREF(IPhysCharacter::Move), move, collisionGroups)
- );
- //Assert("how to return collision flags ?")
- //Возвращаем коллижн флаги с предыдущего кадра, если есть m_realChar
- if (m_realChar)
- return ((PhysCharacter*)m_realChar)->GetMoveCollisionFlags();
- return 0;
- }
- //Активировать/деактивировать персонажа
- void CharacterProxy::Activate(bool isActive)
- {
- m_calls.Add
- (
- MakeDeferrer<IPhysCharacter, void, bool>(DEF_FREF(IPhysCharacter::Activate), isActive)
- );
- }
- //Если не 0.0f, то на все объекты при столкновении будет приложена сила v
- void CharacterProxy::ApplyForceToObjects(float v)
- {
- m_calls.Add
- (
- MakeDeferrer<IPhysCharacter, void, float>(DEF_FREF(IPhysCharacter::ApplyForceToObjects), v)
- );
- }
- bool CharacterProxy::Release()
- {
- return IProxy::AddReleaseCount();
- //m_bReleaseCall = true;
- //return false;
- }
- //////////////////////////////////////////////////////////////////////////
- // IProxy
- //////////////////////////////////////////////////////////////////////////
- void CharacterProxy::OnSyncCreate()
- {
- if (m_realChar)
- return;
- m_realChar = NEW PhysCharacter(GetFileName(), GetFileLine(), m_radius, m_height, &m_scene);
- Assert(m_realChar);
- SetRealPhysObject(m_realChar);
- }
- void CharacterProxy::OnSyncCalls()
- {
- Assert(m_realChar);
- for (unsigned int i = 0; i < m_calls.Size(); ++i)
- {
- m_calls[i]->Call(m_realChar);
- def_delete(m_calls[i]);
- }
- m_calls.Empty();
- m_changedPosition = false;
- }
- bool CharacterProxy::OnSyncRelease()
- {
- return IProxy::ReleaseCounts(this);
- //if (m_bReleaseCall)
- // return IPhysBase::Release();
- //return false;
- }
- void CharacterProxy::OnSyncTrace()
- {
- TRACE_MCALLS
- }
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