Files
Webcam/include/engine/scene3d/scene_physic_world_interface.cpp

58 lines
1.6 KiB
C++

/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#include "scene3d/scene_physic_world_interface.h"
#include "scene3d/mitem_event_interface.h"
#include "scene3d/scene.h"
#include "physic/physic_world.h"
using namespace GS::S3D;
//------------------------------------------------------------------------------
void IScenePhysicWorld::PhysicStep(float timestep, bool pre_tick)
{
if (pre_tick)
{
scene->SynchronizePhysics();
// Pre-tick, step physics.
scene->scene_event->OnPhysicStep(scene, true);
ArrayListForeachPtr(MItem *, item, scene->GetActiveList())
switch (item->GetItemType())
{
default:
if (!item->physic_item || (item->physic_item_desc.physic_mode == PhysicItemDesc::Mode_None))
break;
case Type_Instance:
item->item_event->OnPhysicStep(item, true);
break;
}
}
else
{
// End of tick, dispatch collision events.
for (uint n = 0; n < scene->physic_world->GetCollisionPairCount(); ++n)
{
CollisionPair pair;
if (!scene->physic_world->GetCollisionPair(n, pair))
continue;
MItem *item_a = (MItem *)pair.a->GetUserPointer(),
*item_b = (MItem *)pair.b->GetUserPointer();
if (item_a && item_a->item_event.IsValid() && item_b && item_b->item_event.IsValid()) {
item_a->item_event->OnCollision(item_a, item_b, pair);
item_b->item_event->OnCollision(item_b, item_a, pair);
}
}
}
}
//------------------------------------------------------------------------------