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CompoundPhysObj.cpp - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\CompoundPhysObj.cpp
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#include "CompoundPhysObj.h" CompoundPhysObj::CompoundPhysObj(const String &resourceName, const String& mainActorName, CompoundVisObj *compoundVisObject): LoadedPhysObj(compoundVisObject),mCompoundVisObj(compoundVisObject),mMainActor(NULL),mMainActorName(mainActorName){ initializing(resourceName); } CompoundPhysObj::~CompoundPhysObj(){ } void CompoundPhysObj::NXU_notifyActor(NxActor *actor, const char *userProperties){ LoadedPhysObj::NXU_notifyActor(actor,userProperties); if (mMainActor==NULL && mMainActorName.compare(actor->getName())==0) mMainActor = actor; VisualObject* visualObject = mCompoundVisObj->_GetPart(actor->getName()); RigidPhysObj* rigidPhysObj = new RigidPhysObj(actor,visualObject); physObjPool.Put(rigidPhysObj); } void CompoundPhysObj::FrameMove(Real elapsedTime){ for (list
::iterator iter = physObjPool.GetPool().begin();iter!=physObjPool.GetPool().end();iter++){ (*iter)->FrameMove(elapsedTime); } } void CompoundPhysObj::RebindToVisualObject(){ for (list
::iterator iter = physObjPool.GetPool().begin();iter!=physObjPool.GetPool().end();iter++){ (*iter)->RebindToVisualObject(); } } inline void CompoundPhysObj::RegisterPhysicalEventHandler(PhysicalEventHandler* physicalEventHandler){ for (list
::iterator iter = physObjPool.GetPool().begin();iter!=physObjPool.GetPool().end();iter++){ (*iter)->RegisterPhysicalEventHandler(physicalEventHandler); } }
CompoundPhysObj.cpp
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