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gib.cpp
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gib.cpp
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#include "precompiled.h"
#include "gib.h"
Gib * Gib::msRoot;
Gib::Gib( SceneNode * model, float size ) : mNext( nullptr ), mPrev( nullptr ), mMaxLifeTime( 500 ), mLifeTime( 500 )
{
mModel = model;
mBody = new Collision::Body( Collision::Body::Type::Sphere );
mBody->mRadius = size;
LinkedList::Append( msRoot, this );
mBody->mPosition = model->GetGlobalPosition();
mBody->mLinearVelocity = Math::Vector3::Random( Math::Vector3( -0.2f, 0.15f, -0.2f ), Math::Vector3( 0.2f, 0.25f, 0.2f ));
}
Gib::~Gib()
{
delete mModel;
delete mBody;
LinkedList::Extract( msRoot, this );
}
void Gib::Update()
{
mModel->SetLocalPosition( mBody->mPosition + mDisappearOffset );
const float k = mMaxLifeTime / 4;
if( mLifeTime < k ) {
mDisappearOffset = Math::Vector3( 0.0f, -1.0f, 0.0f ) * ( 1.0f - mLifeTime / k );
}
--mLifeTime;
}
void Gib::UpdateAll()
{
auto gib = Gib::msRoot;
while( gib ) {
auto next = gib->mNext;
gib->Update();
if( gib->mLifeTime < 0 ) {
delete gib;
}
gib = next;
}
}