forked from Mirrorlandia_minetest/irrlicht
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
311 lines
8.0 KiB
C++
311 lines
8.0 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CSceneNodeAnimatorCollisionResponse.h"
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#include "ISceneCollisionManager.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CSceneNodeAnimatorCollisionResponse::CSceneNodeAnimatorCollisionResponse(
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ISceneManager* scenemanager,
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ITriangleSelector* world, ISceneNode* object,
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const core::vector3df& ellipsoidRadius,
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const core::vector3df& gravityPerSecond,
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const core::vector3df& ellipsoidTranslation,
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f32 slidingSpeed)
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: Radius(ellipsoidRadius), Gravity(gravityPerSecond), Translation(ellipsoidTranslation),
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World(world), Object(object), SceneManager(scenemanager), LastTime(0),
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SlidingSpeed(slidingSpeed), CollisionNode(0), CollisionCallback(0),
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Falling(false), IsCamera(false), AnimateCameraTarget(true), CollisionOccurred(false),
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FirstUpdate(true)
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{
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#ifdef _DEBUG
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setDebugName("CSceneNodeAnimatorCollisionResponse");
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#endif
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if (World)
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World->grab();
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setNode(Object);
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}
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//! destructor
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CSceneNodeAnimatorCollisionResponse::~CSceneNodeAnimatorCollisionResponse()
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{
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if (World)
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World->drop();
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if (CollisionCallback)
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CollisionCallback->drop();
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}
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//! Returns if the attached scene node is falling, which means that
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//! there is no blocking wall from the scene node in the direction of
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//! the gravity.
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bool CSceneNodeAnimatorCollisionResponse::isFalling() const
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{
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return Falling;
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}
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//! Sets the radius of the ellipsoid with which collision detection and
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//! response is done.
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void CSceneNodeAnimatorCollisionResponse::setEllipsoidRadius(
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const core::vector3df& radius)
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{
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Radius = radius;
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FirstUpdate = true;
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}
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//! Returns the radius of the ellipsoid with which the collision detection and
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//! response is done.
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core::vector3df CSceneNodeAnimatorCollisionResponse::getEllipsoidRadius() const
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{
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return Radius;
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}
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//! Sets the gravity of the environment.
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void CSceneNodeAnimatorCollisionResponse::setGravity(const core::vector3df& gravity)
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{
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Gravity = gravity;
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FirstUpdate = true;
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}
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//! Returns current vector of gravity.
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core::vector3df CSceneNodeAnimatorCollisionResponse::getGravity() const
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{
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return Gravity;
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}
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//! 'Jump' the animator, by adding a jump speed opposite to its gravity
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void CSceneNodeAnimatorCollisionResponse::jump(f32 jumpSpeed)
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{
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FallingVelocity -= (core::vector3df(Gravity).normalize()) * jumpSpeed;
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Falling = true;
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}
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//! Sets the translation of the ellipsoid for collision detection.
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void CSceneNodeAnimatorCollisionResponse::setEllipsoidTranslation(const core::vector3df &translation)
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{
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Translation = translation;
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}
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//! Returns the translation of the ellipsoid for collision detection.
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core::vector3df CSceneNodeAnimatorCollisionResponse::getEllipsoidTranslation() const
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{
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return Translation;
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}
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//! Sets a triangle selector holding all triangles of the world with which
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//! the scene node may collide.
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void CSceneNodeAnimatorCollisionResponse::setWorld(ITriangleSelector* newWorld)
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{
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if (newWorld)
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newWorld->grab();
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if (World)
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World->drop();
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World = newWorld;
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FirstUpdate = true;
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}
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//! Returns the current triangle selector containing all triangles for
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//! collision detection.
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ITriangleSelector* CSceneNodeAnimatorCollisionResponse::getWorld() const
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{
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return World;
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}
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void CSceneNodeAnimatorCollisionResponse::animateNode(ISceneNode* node, u32 timeMs)
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{
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CollisionOccurred = false;
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if (node != Object)
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setNode(node);
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if(!Object || !World)
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return;
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// trigger reset
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if ( timeMs == 0 )
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{
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FirstUpdate = true;
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timeMs = LastTime;
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}
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if ( FirstUpdate )
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{
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LastPosition = Object->getPosition();
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Falling = false;
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LastTime = timeMs;
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FallingVelocity.set ( 0, 0, 0 );
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FirstUpdate = false;
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}
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const f32 diffSec = (f32)(timeMs - LastTime)*0.001f;
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LastTime = timeMs;
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CollisionResultPosition = Object->getPosition();
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core::vector3df vel = CollisionResultPosition - LastPosition;
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FallingVelocity += Gravity * diffSec;
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CollisionTriangle = RefTriangle;
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CollisionPoint = core::vector3df();
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CollisionResultPosition = core::vector3df();
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CollisionNode = 0;
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// core::vector3df force = vel + FallingVelocity;
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if ( AnimateCameraTarget )
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{
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// TODO: divide SlidingSpeed by frame time
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bool f = false;
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CollisionResultPosition
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= SceneManager->getSceneCollisionManager()->getCollisionResultPosition(
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World, LastPosition-Translation,
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Radius, vel, CollisionTriangle, CollisionPoint, f,
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CollisionNode, SlidingSpeed, FallingVelocity*diffSec);
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CollisionOccurred = (CollisionTriangle != RefTriangle);
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CollisionResultPosition += Translation;
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if ( diffSec > 0 ) // don't change the state when there was no time
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{
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if (f)//CollisionTriangle == RefTriangle)
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{
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Falling = true;
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}
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else
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{
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if ( CollisionOccurred ) // f can also happen to be false when FallingVelocity was already 0 (p.e. at top of a jump)
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Falling = false;
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FallingVelocity.set(0, 0, 0);
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}
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}
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bool collisionConsumed = false;
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if (CollisionOccurred && CollisionCallback)
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collisionConsumed = CollisionCallback->onCollision(*this);
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if(!collisionConsumed)
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Object->setPosition(CollisionResultPosition);
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}
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// move camera target
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if (AnimateCameraTarget && IsCamera)
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{
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const core::vector3df pdiff = Object->getPosition() - LastPosition - vel;
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ICameraSceneNode* cam = (ICameraSceneNode*)Object;
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cam->setTarget(cam->getTarget() + pdiff);
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}
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LastPosition = Object->getPosition();
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}
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void CSceneNodeAnimatorCollisionResponse::setNode(ISceneNode* node)
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{
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Object = node;
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if (Object)
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{
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LastPosition = Object->getPosition();
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IsCamera = (Object->getType() == ESNT_CAMERA);
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}
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LastTime = os::Timer::getTime();
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}
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//! Writes attributes of the scene node animator.
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void CSceneNodeAnimatorCollisionResponse::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNodeAnimatorCollisionResponse::serializeAttributes(out, options);
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out->addVector3d("Radius", Radius);
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out->addVector3d("Gravity", Gravity);
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out->addVector3d("Translation", Translation);
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out->addBool("AnimateCameraTarget", AnimateCameraTarget);
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}
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//! Reads attributes of the scene node animator.
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void CSceneNodeAnimatorCollisionResponse::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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ISceneNodeAnimatorCollisionResponse::deserializeAttributes(in, options);
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Radius = in->getAttributeAsVector3d("Radius", Radius);
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Gravity = in->getAttributeAsVector3d("Gravity", Gravity);
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Translation = in->getAttributeAsVector3d("Translation", Translation);
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AnimateCameraTarget = in->getAttributeAsBool("AnimateCameraTarget", AnimateCameraTarget);
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}
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ISceneNodeAnimator* CSceneNodeAnimatorCollisionResponse::createClone(ISceneNode* node, ISceneManager* newManager)
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{
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if (!newManager) newManager = SceneManager;
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CSceneNodeAnimatorCollisionResponse * newAnimator =
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new CSceneNodeAnimatorCollisionResponse(newManager, World, Object, Radius,
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Gravity, Translation, SlidingSpeed);
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newAnimator->cloneMembers(this);
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return newAnimator;
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}
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void CSceneNodeAnimatorCollisionResponse::setCollisionCallback(ICollisionCallback* callback)
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{
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if ( CollisionCallback == callback )
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return;
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if (CollisionCallback)
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CollisionCallback->drop();
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CollisionCallback = callback;
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if (CollisionCallback)
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CollisionCallback->grab();
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}
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//! Should the Target react on collision ( default = true )
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void CSceneNodeAnimatorCollisionResponse::setAnimateTarget ( bool enable )
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{
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AnimateCameraTarget = enable;
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FirstUpdate = true;
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}
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//! Should the Target react on collision ( default = true )
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bool CSceneNodeAnimatorCollisionResponse::getAnimateTarget () const
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{
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return AnimateCameraTarget;
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}
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} // end namespace scene
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} // end namespace irr
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