Example #1
0
    void GravityField::ApplyEffect()
    {
        std::vector<ActorBase*>::iterator It;
        Physics::PhysicsManager* Physics = Entresol::GetSingletonPtr()->GetPhysicsManager();
        ActorBase* Act = NULL;

        if ( !AddedActors.empty() )
        {
            for ( It = AddedActors.begin() ; It != AddedActors.end() ; It++ )
            {
                Act = (*It);
                Physics->SetIndividualGravity(Act, Grav);
            }
        }
        if ( !RemovedActors.empty() )
        {
            for ( It = RemovedActors.begin() ; It != RemovedActors.end() ; It++ )
            {
                Act = (*It);
                Physics->SetIndividualGravity(Act, Physics->GetGravity());
            }
        }
    }
Example #2
0
void StartArea::ApplyEffect()
{
    Vector3 Grav(0,0,0);
    ActorBase* Act = NULL;
    Physics::PhysicsManager* PhysMan = Entresol::GetSingletonPtr()->GetPhysicsManager();
    if(!AddedActors.empty())
    {
        for( std::vector<ActorBase*>::iterator it = AddedActors.begin() ; it != AddedActors.end() ; it++ )
        {
            Act = (*it);
            ((ActorBasePhysicsSettings*)Act->GetPhysicsSettings())->SetCollisionResponse(false);
            PhysMan->SetIndividualGravity(Act, Grav);
        }
    }
    if(!RemovedActors.empty())
    {
        for( std::vector<ActorBase*>::iterator it = RemovedActors.begin() ; it != RemovedActors.end() ; it++ )
        {
            Act = (*it);
            ((ActorBasePhysicsSettings*)Act->GetPhysicsSettings())->SetCollisionResponse(true);
            PhysMan->SetIndividualGravity(Act, PhysMan->GetGravity());
        }
    }
}