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container.cpp
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#include "container.h"
#include <algorithm>
#include "actor.h"
#include "events/died_event.h"
#include "work_queue.h"
#include "actor.h"
#include "triggers/trigger.h"
Container::~Container() {
vector<INode *>::iterator child = nodes();
while (child != end()) {
int nodeType = (*child)->getNodeType();
ALOGI("Calling Destroy on: %d with address: %p",nodeType, (*child));
switch(nodeType) {
case NODE_TYPE_ACTOR: {
INode * currentChild = *child;
delete currentChild;
break;
}
case NODE_TYPE_CONTAINER: {
break;
}
}
child++;
}
m_nodeTree.clear();
}
glm::vec3 Container::getForces(const IGravitable * gravitable) const {
glm::vec3 overallForces;
for(std::vector<INode *>::const_iterator it = m_nodeTree.begin(); it != m_nodeTree.end(); it++ ) {
glm::vec3 gravitableForce;
switch((*it)->getNodeType()) {
case NODE_TYPE_ACTOR: {
const IGravitable *currentSceneForce = (const IGravitable *) *it;
gravitableForce = currentSceneForce->calculateGravitationalForce(
gravitable);
break;
}
case NODE_TYPE_CONTAINER: {
const Container *container = (const Container *) *it;
gravitableForce = container->getForces(gravitable);
break;
}
}
overallForces += gravitableForce;
}
return overallForces;
}
void Container::drawNode(meow_time_t time, ShaderManager *shaderManager, const glm::mat4 &model,
const glm::mat4 &view, const glm::mat4 &projectionView, const glm::vec3 &eyePos,
const glm::vec3 &lookAt) {
std::sort(m_nodeTree.begin(),m_nodeTree.end());
return;
}
ICollidable * Container::checkCollision(const IGravitable * position) {
IGravitable * currentSceneElement;
Container * container;
for(std::vector<INode *>::iterator it = m_nodeTree.begin(); it != m_nodeTree.end(); it++ ) {
switch((*it)->getNodeType()) {
case NODE_TYPE_ACTOR: {
// this is bad
currentSceneElement = (IGravitable *) *it;
if (currentSceneElement->collides(position)) {
return currentSceneElement;
}
break;
}
case NODE_TYPE_CONTAINER: {
container = (Container *) *it;
ICollidable *containerCollision = container->checkCollision(position);
if (containerCollision) {
return containerCollision;
}
break;
}
case NODE_TYPE_TRIGGER: {
Trigger * trigger = (Trigger *) *it;
if (trigger->collides(position)) {
return trigger;
}
break;
}
}
}
return NULL;
}