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RigidPhysObj.cpp - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\RigidPhysObj.cpp
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#include "RigidPhysObj.h" #include "GameScene.h" RigidPhysObj::RigidPhysObj(const String& nameResource, VisualObject* visualObject): PhysicalObject(visualObject),mActor(NULL){ initializing(nameResource);//at this stage, the pointer 'this' in Initializing method will be correct RebindToVisualObject(); } RigidPhysObj::RigidPhysObj(NxActor* actor, VisualObject* visualObject): PhysicalObject(visualObject),mActor(actor){ myassert(mActor!=NULL); RebindToVisualObject(); } RigidPhysObj::~RigidPhysObj(){ //SAFE_DELETE(mActor); //cannot delete the actor! //not need to release the actor, because the base class do it mActor->userData = NULL;//TODO: review this line GameScene::GetSingleton()->GetPhysicsScnene()->releaseActor(*mActor); } void RigidPhysObj::NXU_notifyActor(NxActor *actor, const char *userProperties){ LoadedPhysObj::NXU_notifyActor(actor,userProperties); myassert(mActor==NULL);//assert that there is only one actor, i.e. only one call to this function mActor = actor; } inline void RigidPhysObj::SetCollisionEnable(bool enabled){ if (enabled){ mActor->clearActorFlag(NX_AF_DISABLE_COLLISION); mActor->clearBodyFlag(NX_BF_KINEMATIC); } else{ mActor->raiseActorFlag(NX_AF_DISABLE_COLLISION); mActor->raiseBodyFlag(NX_BF_KINEMATIC); } } inline void RigidPhysObj::RegisterPhysicalEventHandler(PhysicalEventHandler* physicalEventHandler){ myassert(mActor->userData==NULL);//may be assigned multiple times mActor->userData = physicalEventHandler; } void RigidPhysObj::ApplyForce(const Vec3& force){ mActor->addForce(force,NxForceMode::NX_VELOCITY_CHANGE); } void RigidPhysObj::ApplyTorque(const Vec3& torque){ mActor->addTorque(torque,NxForceMode::NX_VELOCITY_CHANGE); } void RigidPhysObj::Stop(){ mActor->setLinearVelocity(Vec3(0,0,0)); mActor->setAngularVelocity(Vec3(0,0,0)); }
RigidPhysObj.cpp
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