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ControllableCompoundPhysObj.cpp - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\ControllableCompoundPhysObj.cpp
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#include "ControllableCompoundPhysObj.h" ControllableCompoundPhysObj::ControllableCompoundPhysObj(Real radius, Real height, const String& resourceName, const String& mainActorName, CompoundVisObj* visualObject): PhysicalObject(visualObject),CompoundPhysObj(resourceName,mainActorName,visualObject),ControllablePhysObj(radius,height,visualObject), mCurrentMode(Mode::ControllableMode){ //nothing CompoundPhysObj::SetCollisionEnable(false,Vec3(0,0,0)); ControllablePhysObj::SetCollisionEnable(true); } void ControllableCompoundPhysObj::SetMode(Mode newMode, const Vec3& direction){ if (mCurrentMode!=newMode){ if (newMode == Mode::CompoundMode){ ControllablePhysObj::SetCollisionEnable(false); CompoundPhysObj::RebindToVisualObject(); CompoundPhysObj::SetCollisionEnable(true,direction); }else{ ControllablePhysObj::SetCollisionEnable(true); CompoundPhysObj::SetCollisionEnable(false,Vec3(0,0,0)); //CompoundPhysObj::RebindToVisualObject(); } } mCurrentMode = newMode; } void ControllableCompoundPhysObj::RegisterPhysicalEventHandler(PhysicalEventHandler* physicalEventHandler){ //myassert(false);//not yet implemented! ControllablePhysObj::RegisterPhysicalEventHandler(physicalEventHandler); }
ControllableCompoundPhysObj.cpp
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