// // Created by Louis Auzuret on 2021-05-20. // #include "Component/Collision/CollisionComponent.hpp" namespace BBM { CollisionComponent::CollisionComponent(WAL::Entity &entity) : WAL::Component(entity) { } WAL::Component *CollisionComponent::clone(WAL::Entity &entity) const { return new CollisionComponent(entity); } CollisionComponent::CollisionComponent(WAL::Entity &entity, std::function callback, Vector3f bound) : WAL::Component(entity), onCollide(callback), _boundX(bound.x), _boundY(bound.y), _boundZ(bound.z) { } CollisionComponent::CollisionComponent(WAL::Entity &entity, std::function callback, float boundSize) : WAL::Component(entity), onCollide(callback), _boundX(boundSize), _boundY(boundSize), _boundZ(boundSize) { } CollisionComponent::CollisionComponent(WAL::Entity &entity, WAL::Callback callback, Vector3f bound) : WAL::Component(entity), onCollide(callback), _boundX(bound.x), _boundY(bound.y), _boundZ(bound.z) { } CollisionComponent::CollisionComponent(WAL::Entity &entity, WAL::Callback callback, float boundSize) : WAL::Component(entity), onCollide(callback), _boundX(boundSize), _boundY(boundSize), _boundZ(boundSize) { } float CollisionComponent::getBoundX(void) const { return _boundX; } float CollisionComponent::getBoundY(void) const { return _boundY; } float CollisionComponent::getBoundZ(void) const { return _boundZ; } void CollisionComponent::setBoundX(float value) { _boundX = value; } void CollisionComponent::setBoundY(float value) { _boundY = value; } void CollisionComponent::setBoundZ(float value) { _boundZ = value; } }