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📄 oasisphysical.cpp

📁 使用stl技术,(还没看,是听说的)
💻 CPP
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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library 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

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisPhysical.cpp

 * DESCRIPTION : A physical object

 * AUTHOR      : Zephie Greyvenstein

 *****************************************************************************/



#include "oasisPhysical.h"

#include "oasisPhysicsSystem.h"

#include "oasisException.h"



namespace Oasis {

  

  physical::physical( ) { 

    drivingPhysics = NULL;

    removeAllCollisionListeners( );

  }

  

  physical::~physical( ) {

    removeAndDestroyPhysics( );

    removeAllCollisionListeners( );

  }



  void physical::setPosition( const vector3 &newPosition ) {

    position = newPosition;



    if ( drivingPhysics ) {

      drivingPhysics->setPosition( position );

    }

    

    _updatePosition( );

  }



  void physical::setOrientation( const quaternion &newOrientation ) {

    orientation = newOrientation;



    if ( drivingPhysics ) {

      drivingPhysics->setOrientation( orientation );

    }

    

    _updateOrientation( );

  }



  void physical::enablePhysics( bool usePhysics ) {

    drivingPhysics->setDynamicsEnabled( usePhysics );

    drivingPhysics->setCollisionEnabled( usePhysics );

  }



  void physical::setPhysics( physics *physicsToUse ) {

    if ( !physicsToUse ) {

      oasisError( exception::ET_NULL_POINTER,

      "Physics was null",

      "physical::setPhysics" );

    }



    removeAndDestroyPhysics( );

    

    drivingPhysics = physicsToUse;

    // Backward data

    drivingPhysics->setPhysical( this );

  }



  physics *physical::setPhysics( const string &templateName ) {

    // If there is no physics system, error. Perhaps we could start it?

    if ( !physicsSystem::getPtr( ) ) {

      oasisError( exception::ET_INTERNAL_ERROR,

      "To create physics, start the physics system",

      "physical::setPhysics" );

    }

    

    physics *object = physicsSystem::get( ).

      createPhysics( physicsSystem::get( ).getNextUniqueName( ), 

         templateName );

    setPhysics( object );

    return object;

  }



  physics *physical::getPhysics( void ) const {

    return drivingPhysics;

  }



  void physical::removePhysics( void ) {

    if ( drivingPhysics ) {

      drivingPhysics->setPhysical( NULL );

      drivingPhysics = NULL;

    }

  }



  void physical::removeAndDestroyPhysics( void ) {

    if ( drivingPhysics ) {

      physicsSystem::get( ).removePhysics( drivingPhysics );

      drivingPhysics = NULL;

    }

  }



  void physical::addCollisionListener( collisionListener *listener ) {

    listeners.insert( listener );

  }



  void physical::removeCollisionListener( collisionListener *listener ) {

    listeners.erase( listener );

  }



  void physical::removeAllCollisionListeners( void ) {

    listeners.clear( );

  }



  void physical::updatePhysics( const vector3 &newPosition,

        const quaternion &newOrientation ) {

    position = newPosition;

    orientation = newOrientation;



    _updatePosition( );

    _updateOrientation( );

  }

  

  void physical::notifyCollision( collisionListener::CollisionInfo &info ) {

    // Notify all collision listeners of the collision

    for ( collisionListenerSet::iterator it = listeners.begin( );

    it != listeners.end( ); ++it ) {

      ( *it )->collided( this, info );

    }

  }

}

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