////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License along
//    with this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#include <engine/PhysicsParticle.h>
#include <engine/ScorchedContext.h>

PhysicsParticle::PhysicsParticle(bool referenced)  : 
	Action(referenced),
	collision_(false), totalActionTime_(0)
{
	physicsObject_.setHandler(this);
}

PhysicsParticle::~PhysicsParticle()
{

}
void PhysicsParticle::collision(PhysicsParticleObject &position, 
	ScorchedCollisionId collisionId)
{
	collision_ = true;
}

void PhysicsParticle::simulate(fixed frameTime, bool &remove)
{
	physicsObject_.simulate(frameTime);
	Action::simulate(frameTime, remove);
	if (collision_) remove = true;
	totalActionTime_ += frameTime;
	if (totalActionTime_ > 30) remove = true;
}
