PhysicsAreaComponent.cpp

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00001 /*
00002 SagaEngine library
00003 Copyright (c) 2002-2006 Skalden Studio AS
00004 
00005 This software is provided 'as-is', without any express or implied 
00006 warranty. In no event will the authors be held liable for any 
00007 damages arising from the use of this software.
00008 
00009 Permission is granted to distribute the library under the terms of the 
00010 Q Public License version 1.0. Be sure to read and understand the license
00011 before using the library. It should be included here, or you may read it
00012 at http://www.trolltech.com/products/qt/licenses/licensing/qpl
00013 
00014 The original version of this library can be located at:
00015 http://www.sagaengine.com/
00016 
00017 Rune Myrland
00018 rune@skalden.com
00019 */
00020 
00021 
00022 #include "PhysicsAreaComponent.hpp"
00023 #include "PhysicsManager.hpp"
00024 #include "../schema/SimSchema.hpp"
00025 #include "comp/list/NodeComponentList.hpp"
00026 #include "../react/CollisionAreaComponent.hpp"
00027 #include "../react/CollisionComponent.hpp"
00028 #include "util/error/Log.hpp"
00029 #include "util/bounds/BoundingBox.hpp"
00030 #include "../thing/Actor.hpp"
00031 
00032 
00033 
00034 namespace se_core {
00035 
00036     PhysicsAreaComponent
00037     ::PhysicsAreaComponent(Composite* owner, CollisionAreaComponent* cac) 
00038         : NodeComponent(sct_PHYSICS, owner)
00039         , collisionAreaComponent_(cac)
00040         , moverCount_(0) {
00041     }
00042 
00043 
00044     PhysicsAreaComponent
00045     ::~PhysicsAreaComponent() {
00046     }
00047 
00048 
00049     void PhysicsAreaComponent
00050     ::flipChildren() {
00051         if(children_.isEmpty())
00052             return;
00053 
00054         NodeComponentList::TreeIterator it(children());
00055         while(it.hasNext()) {
00056             PhysicsComponent& ph = static_cast<PhysicsComponent&>(it.next());
00057             PosComponent* p = ph.posComponent_; //SimSchema::simObjectList.nextPosNode(itStack [ sp ]);
00058             Assert(p);
00059 
00060             // Do the flip
00061             ph.flip();
00062         }
00063     }
00064 
00065 
00066     void PhysicsAreaComponent
00067     ::setActive(bool state) {
00068         if(state) {
00069             PhysicsManager::singleton().setSolverActive(this);
00070         }
00071         else {
00072             moverCount_ = 0;
00073             PhysicsManager::singleton().setSolverInactive(this);
00074         }
00075     }
00076 
00077 
00078     int PhysicsAreaComponent
00079     ::performChildPhysics(PhysicsComponent** movers) {
00080         int moverCount = 0;
00081         NodeComponentList::TreeIterator it(children());
00082         while(it.hasNext()) {
00083             PhysicsComponent& ph = static_cast<PhysicsComponent&>(it.next());
00084 
00085             // Calc next position
00086             ph.calcNextCoor();
00087             movers[moverCount++] = &ph;
00088         }
00089         return moverCount;
00090     }
00091 
00092 
00093     void PhysicsAreaComponent
00094     ::affectChildren() {
00095         NodeComponentList::TreeIterator it(children());
00096         while(it.hasNext()) {
00097             PhysicsComponent& ph = static_cast<PhysicsComponent&>(it.next());
00098             ph.affect();
00099         }
00100     }
00101 
00102 
00103 }

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