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ControllableCompoundPhysObj.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\ControllableCompoundPhysObj.h
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#pragma once #include "precompiled.h" #include "ControllablePhysObj.h" #include "CompoundPhysObj.h" namespace GameFactory{ class ControllableCompoundPhysObj: public ControllablePhysObj, public CompoundPhysObj { public: enum Mode{CompoundMode,ControllableMode}; ControllableCompoundPhysObj(Real radius, Real height, const String& resourceName, const String& mainActorName, CompoundVisObj* visualObject); virtual ~ControllableCompoundPhysObj(){}; void SetMode(Mode newMode, const Vec3& direction); virtual inline void FrameMove(Real elapsedTime){ (mCurrentMode==Mode::CompoundMode)?CompoundPhysObj::FrameMove(elapsedTime):ControllablePhysObj::FrameMove(elapsedTime); }; virtual inline const Vec3 GetPosition() const{ return (mCurrentMode==Mode::CompoundMode)?CompoundPhysObj::GetPosition():ControllablePhysObj::GetPosition(); }; virtual inline const GFQuat GetOrientation() const{ return (mCurrentMode==Mode::CompoundMode)?CompoundPhysObj::GetOrientation():ControllablePhysObj::GetOrientation(); }; virtual inline void SetPosition(const Vec3& pos){ (mCurrentMode==Mode::CompoundMode)?CompoundPhysObj::SetPosition(pos):ControllablePhysObj::SetPosition(pos); }; virtual inline void SetOrientation(const GFQuat& q){ (mCurrentMode==Mode::CompoundMode)?CompoundPhysObj::SetOrientation(q):ControllablePhysObj::SetOrientation(q); }; virtual inline void SetCollisionEnable(bool enabled){ (mCurrentMode==Mode::CompoundMode)?CompoundPhysObj::SetCollisionEnable(enabled,Vec3(0,0,0)):ControllablePhysObj::SetCollisionEnable(enabled); } virtual void RegisterPhysicalEventHandler(PhysicalEventHandler* physicalEventHandler); virtual inline void RebindToVisualObject(){ CompoundPhysObj::RebindToVisualObject(); } protected: Mode mCurrentMode; }; }
ControllableCompoundPhysObj.h
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