BsRigidbody.cpp 1.2 KB

1234567891011121314151617181920212223242526272829303132333435363738394041
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRigidbody.h"
  4. #include "BsPhysics.h"
  5. #include "BsFCollider.h"
  6. #include "BsSceneObject.h"
  7. #include "BsUtility.h"
  8. namespace BansheeEngine
  9. {
  10. Rigidbody::Rigidbody(const HSceneObject& linkedSO)
  11. :mLinkedSO(linkedSO)
  12. {
  13. mPriority = Utility::getSceneObjectDepth(linkedSO);
  14. gPhysics().registerRigidbody(this, mPriority);
  15. }
  16. Rigidbody::~Rigidbody()
  17. {
  18. // It is assumed that child colliders will keep the parent Rigidbody alive, so we don't need to clear their parents
  19. gPhysics().unregisterRigidbody(mPhysicsId, mPriority);
  20. }
  21. void Rigidbody::_setPriority(UINT32 priority)
  22. {
  23. gPhysics().updatePriority(mPhysicsId, mPriority, priority);
  24. mPriority = priority;
  25. }
  26. void Rigidbody::_setTransform(const Vector3& position, const Quaternion& rotation)
  27. {
  28. mLinkedSO->setWorldPosition(position);
  29. mLinkedSO->setWorldRotation(rotation);
  30. }
  31. SPtr<Rigidbody> Rigidbody::create(const HSceneObject& linkedSO)
  32. {
  33. return gPhysics().createRigidbody(linkedSO);
  34. }
  35. }