#include "baseentity.h" #include "cglm/mat4.h" #include "physics.h" #include "cglm/cglm.h" class CLight: public CBaseEntity { public: virtual void Precache ( void ) override; virtual void Spawn( void ) override; virtual void Destroy( void ) override; virtual void Think( float fDelta ) override; private: Collider* col; RigidBodyHandle *m_body; }; void CLight::Precache() { } void CLight::Spawn() { px_collider_params params = {}; params.friction = 0; col = px_box(1, 1, 1, params); px_matrix mat = {}; mat.m[0] = 1; mat.m[4] = 1; mat.m[9] = 1; mat.m[15] = 1; mat.m[3]=-10; mat.m[11]=10; px_rigidbody_params param = {}; param.gravity_scale = 1; m_body=px_rigidbody(px, col, mat, param); }; void CLight::Destroy() { } void CLight::Think( float fDelta ) { px_vec3 pos = px_getposition(px, m_body); V_printf("%p %f %f %f\n",col, pos.m[0], pos.m[1], pos.m[2]); }; DECLARE_ENTITY(light, CLight)