| 55 | } |
| 56 | |
| 57 | void BridgeObject::Update(const ItemInfo& item) |
| 58 | { |
| 59 | if (!_isEnabled) |
| 60 | return; |
| 61 | |
| 62 | if (item.Flags & IFLAG_KILLED) |
| 63 | { |
| 64 | Disable(item); |
| 65 | return; |
| 66 | } |
| 67 | |
| 68 | if (item.Pose == _prevTransform && item.RoomNumber == _prevRoomNumber) |
| 69 | return; |
| 70 | |
| 71 | UpdateCollisionMesh(item); |
| 72 | UpdateAttractor(item); |
| 73 | UpdateSectorAssignments(item); |
| 74 | |
| 75 | // Update room bridge trees. |
| 76 | if (item.Pose != _prevTransform && item.RoomNumber == _prevRoomNumber) |
| 77 | { |
| 78 | auto& room = g_Level.Rooms[item.RoomNumber]; |
| 79 | room.Bridges.Move(item.Index, item.GetAabb()); |
| 80 | } |
| 81 | else if (item.RoomNumber != _prevRoomNumber) |
| 82 | { |
| 83 | auto& room = g_Level.Rooms[item.RoomNumber]; |
| 84 | auto& prevRoom = g_Level.Rooms[_prevRoomNumber]; |
| 85 | |
| 86 | room.Bridges.Insert(item.Index, item.GetAabb()); |
| 87 | prevRoom.Bridges.Remove(item.Index); |
| 88 | } |
| 89 | |
| 90 | // Store previous parameters. |
| 91 | _prevTransform = item.Pose; |
| 92 | _prevRoomNumber = item.RoomNumber; |
| 93 | _prevAabb = item.GetAabb(); |
| 94 | _prevObb = item.GetObb(); |
| 95 | } |
| 96 | |
| 97 | void BridgeObject::Enable(const ItemInfo& item) |
| 98 | { |
no test coverage detected