Gate working

This commit is contained in:
ViktorLjung
2014-05-29 21:25:30 +02:00
parent b8ec7e1dbd
commit a1149394bb
13 changed files with 289 additions and 21 deletions
+10 -1
View File
@@ -28,6 +28,7 @@
#include "Events/ApplyForce.h"
#include "Events/ApplyPointImpulse.h"
#include "Events/Collision.h"
#include "Events/LeaveTrigger.h"
#include "OBJ.h"
// Math and base include
@@ -139,7 +140,16 @@ public:
virtual void phantomLeaveEvent( const hkpCollidable* collidableA, const hkpCollidable* collidableB )
{
EntityID entity1 = m_PhysicsSystem->m_RigidBodyEntities[hkpGetRigidBody(collidableA)];
EntityID entity2 = m_PhysicsSystem->m_RigidBodyEntities[hkpGetRigidBody(collidableB)];
if(m_PhysicsSystem->m_World->ValidEntity(entity1) && m_PhysicsSystem->m_World->ValidEntity(entity2))
{
Events::LeaveTrigger e;
e.Entity1 = entity1;
e.Entity2 = entity2;
m_PhysicsSystem->EventBroker->Publish(e);
}
}
private:
@@ -180,7 +190,6 @@ private:
EventRelay<PhysicsSystem, Events::DisableCollisions> m_EDisableCollisions;
bool OnDisableCollisions(const Events::DisableCollisions &e);
void SetUpPhysicsState(EntityID entity, EntityID parent);
void TearDownPhysicsState(EntityID entity, EntityID parent);