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- // ----------------------------------------------------------------
- // From Game Programming in C++ by Sanjay Madhav
- // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
- //
- // Released under the BSD License
- // See LICENSE in root directory for full details.
- // ----------------------------------------------------------------
- #include "BoxComponent.h"
- #include "Actor.h"
- #include "Game.h"
- #include "PhysWorld.h"
- BoxComponent::BoxComponent(Actor* owner, int updateOrder)
- :Component(owner, updateOrder)
- ,mObjectBox(Vector3::Zero, Vector3::Zero)
- ,mWorldBox(Vector3::Zero, Vector3::Zero)
- ,mShouldRotate(true)
- {
- mOwner->GetGame()->GetPhysWorld()->AddBox(this);
- }
- BoxComponent::~BoxComponent()
- {
- mOwner->GetGame()->GetPhysWorld()->RemoveBox(this);
- }
- void BoxComponent::OnUpdateWorldTransform()
- {
- // Reset to object space box
- mWorldBox = mObjectBox;
- // Scale
- mWorldBox.mMin *= mOwner->GetScale();
- mWorldBox.mMax *= mOwner->GetScale();
- // Rotate (if we want to)
- if (mShouldRotate)
- {
- mWorldBox.Rotate(mOwner->GetRotation());
- }
- // Translate
- mWorldBox.mMin += mOwner->GetPosition();
- mWorldBox.mMax += mOwner->GetPosition();
- }
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