////////////////////////////////////////////////////////////////////////////////
//    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 <actions/ParticleGroup.h>
#include <engine/ScorchedContext.h>
#include <engine/PhysicsParticle.h>
#include <weapons/Weapon.h>

ParticleGroup::ParticleGroup(ScorchedContext &context,
	PhysicsParticle *physicsParticle, WeaponFireContext *weaponFireContext) :
	ObjectGroupEntry(context.getObjectGroups()),
	physicsParticle_(physicsParticle),
	weaponFireContext_(weaponFireContext)
{
}

ParticleGroup::~ParticleGroup()
{
	physicsParticle_ = 0;
	weaponFireContext_ = 0;
}

void *ParticleGroup::getObject()
{
	return physicsParticle_;
}

ObjectGroupEntry::ObjectType ParticleGroup::getType()
{
	return ObjectGroupEntry::TypeParticle;
}

FixedVector &ParticleGroup::getPosition()
{
	return physicsParticle_->getPhysics().getPosition();
}

FixedVector &ParticleGroup::getVelocity()
{
	return physicsParticle_->getPhysics().getVelocity();
}

unsigned int ParticleGroup::getPlayerId()
{
	return weaponFireContext_->getPlayerId();
}
