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- /*
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #include "PhysicNode.h"
- #include "PhysicsManager.h"
- namespace Crown
- {
- PhysicNode::PhysicNode(const Vec3& position, const Angles& axis, bool visible, int collisionGroupId) :
- mVelocity(0.0, 0.0, 0.0),
- mInverseMass(1.0),
- mShape(NULL),
- mCollisionGroupId(collisionGroupId)
- {
- //creator->GetPhysicsManager()->Register(this, mCollisionGroupId);
- }
- PhysicNode::~PhysicNode()
- {
- //GetCreator()->GetPhysicsManager()->Unregister(this);
- if (mShape)
- {
- delete mShape;
- }
- }
- const Vec3& PhysicNode::GetVelocity() const
- {
- return mVelocity;
- }
- void PhysicNode::SetVelocity(const Vec3 velocity)
- {
- mVelocity = velocity;
- }
- real PhysicNode::GetInverseMass() const
- {
- return mInverseMass;
- }
- void PhysicNode::SetInverseMass(real inverseMass)
- {
- mInverseMass = inverseMass;
- }
- Shape* PhysicNode::GetShape() const
- {
- return mShape;
- }
- void PhysicNode::SetShape(Shape* shape)
- {
- if (mShape)
- {
- delete mShape;
- }
- mShape = shape;
- if (mShape)
- {
- mShape->SetPosition(mPosition.ToVec2());
- }
- }
- void PhysicNode::Update(real dt)
- {
- //Integrates the velocity
- mPosition += mVelocity * dt;
- if (mShape)
- {
- mShape->SetPosition(mPosition.ToVec2());
- }
- }
- void PhysicNode::Collision(PhysicNode* other)
- {
- }
- int PhysicNode::GetCollisionGroupId() const
- {
- return mCollisionGroupId;
- }
- }
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