Initial commit
This commit is contained in:
186
engines/hpl1/engine/physics/Body2D.h
Normal file
186
engines/hpl1/engine/physics/Body2D.h
Normal file
@@ -0,0 +1,186 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program 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 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* Copyright (C) 2006-2010 - Frictional Games
|
||||
*
|
||||
* This file is part of HPL1 Engine.
|
||||
*/
|
||||
|
||||
#ifndef HPL_BODY_H
|
||||
#define HPL_BODY_H
|
||||
|
||||
#include "hpl1/engine/math/MathTypes.h"
|
||||
|
||||
#include "common/list.h"
|
||||
#include "hpl1/engine/scene/Entity2D.h"
|
||||
#include "common/stablemap.h"
|
||||
|
||||
namespace hpl {
|
||||
|
||||
class cMesh2D;
|
||||
class cNode2D;
|
||||
class cCollider2D;
|
||||
class cCollisionMesh2D;
|
||||
|
||||
class cBody2D;
|
||||
|
||||
typedef Common::List<cBody2D *> tBody2DList;
|
||||
typedef tBody2DList::iterator tBody2DListIt;
|
||||
|
||||
class cBody2D : public iEntity2D {
|
||||
public:
|
||||
cBody2D(const tString &asName, cMesh2D *apMesh, cVector2f avSize, cCollider2D *apCollider, int alID);
|
||||
~cBody2D();
|
||||
|
||||
const cRect2f &GetBoundingBox();
|
||||
bool UpdateBoundingBox();
|
||||
|
||||
void Move(float afValue);
|
||||
|
||||
void UpdateLogic(float afTimeStep);
|
||||
|
||||
tString GetEntityType() { return "Body"; };
|
||||
|
||||
cVector3f &GetPosition() { return mvPosition; }
|
||||
cVector3f &GetLastPosition() { return mvLastPosition; }
|
||||
void ResetLastPosition() { mvLastPosition = mvPosition; }
|
||||
|
||||
float GetVelocity();
|
||||
float GetMaxVelocity() { return mfMaxVel; }
|
||||
float GetAcceleration() { return mfAcc; }
|
||||
float GetGravity() { return mfGravity; }
|
||||
float GetMaxGravityVel() { return mfMaxGravityVel; }
|
||||
bool GetCollidable() { return mbCollidable; }
|
||||
bool GetCollides() { return mbCollides; }
|
||||
float GetAirFriction() { return mfAirFriction; }
|
||||
float GetGroundFriction() { return mfGroundFriction; }
|
||||
const cVector2f &GetSize() { return mvSize; }
|
||||
|
||||
const cVector3f &GetMovement() { return mvMovement; }
|
||||
|
||||
void SetMaxVelocity(float afMaxVel) { mfMaxVel = afMaxVel; }
|
||||
void SetAcceleration(float afAcc) { mfAcc = afAcc; }
|
||||
void SetGravity(float afGravity) { mfGravity = afGravity; }
|
||||
void SetMaxGravityVel(float afMaxGravityVel) { mfMaxGravityVel = afMaxGravityVel; }
|
||||
void SetCollidable(bool abCollidable) { mbCollidable = abCollidable; }
|
||||
void SetCollides(bool abCollides) { mbCollides = abCollides; }
|
||||
void SetAirFriction(float afAirFriction) { mfAirFriction = afAirFriction; }
|
||||
void SetGroundFriction(float afGroundFriction) { mfGroundFriction = afGroundFriction; }
|
||||
|
||||
void AddForce(float afAngle, float afStrength);
|
||||
void AddForce(const cVector2f &avForce);
|
||||
|
||||
void SetForce(float afAngle, float afStrength);
|
||||
void SetForce(const cVector2f &avForce);
|
||||
|
||||
const cVector2f &GetForce() const { return mvForce; }
|
||||
|
||||
/**
|
||||
* Sets the things that the body can collide with, default is eFlagBit_0 (tiles)
|
||||
* \param alFlag
|
||||
*/
|
||||
void SetCollideFlag(tFlag alFlag) { mlCollideFlag = alFlag; }
|
||||
tFlag GetCollideFlag() { return mlCollideFlag; }
|
||||
|
||||
/**
|
||||
* Sets if the body is attached to moving obejcts and moves with the, default is false.
|
||||
* \param abX
|
||||
*/
|
||||
void SetAttachToGround(bool abX) { mbAttachToGround = abX; }
|
||||
bool GetAttachToGround() { return mbAttachToGround; }
|
||||
|
||||
/**
|
||||
* Sets if other objects can attach themselves to this body. Default is true.
|
||||
* \param abX
|
||||
*/
|
||||
void SetAttachBodies(bool abX) { mbAttachBodies = abX; }
|
||||
bool GetAttachBodies() { return mbAttachBodies; }
|
||||
|
||||
void AttachBody(cBody2D *apBody);
|
||||
void DetachBody(cBody2D *apBody);
|
||||
void SetParentBody(cBody2D *apBody);
|
||||
|
||||
/**
|
||||
* Sets the types of collider the body is, default is eFlagBit_1. On collision checking, the
|
||||
* other objects specify what it can collide with. And for every body this value is checked.
|
||||
* \param alFlag
|
||||
*/
|
||||
void SetCollideType(tFlag alFlag) { mlCollideType = alFlag; }
|
||||
tFlag GetCollideType() { return mlCollideType; }
|
||||
|
||||
void AttachNode(cNode2D *apNode) { mpNode = apNode; }
|
||||
void DetachNode() { mpNode = NULL; }
|
||||
|
||||
int GetID() { return mlID; }
|
||||
|
||||
bool OnGround() { return mbOnGround; }
|
||||
|
||||
void UpdateCollisionMesh();
|
||||
cCollisionMesh2D *GetCollisionMesh();
|
||||
|
||||
private:
|
||||
float mfMaxVel;
|
||||
float mfAcc;
|
||||
float mfGravity;
|
||||
float mfMaxGravityVel;
|
||||
float mfAirFriction;
|
||||
float mfGroundFriction;
|
||||
|
||||
bool mbCollides;
|
||||
bool mbCollidable;
|
||||
bool mbMoved;
|
||||
|
||||
cVector3f mvMovement;
|
||||
|
||||
bool mbAttachToGround;
|
||||
bool mbAttachBodies;
|
||||
tBody2DList mlstAttachedBodies;
|
||||
cBody2D *mpParentBody;
|
||||
|
||||
int mlID;
|
||||
|
||||
tFlag mlCollideFlag;
|
||||
tFlag mlCollideType;
|
||||
|
||||
cMesh2D *mpMesh;
|
||||
cCollider2D *mpCollider;
|
||||
cNode2D *mpNode;
|
||||
|
||||
cCollisionMesh2D *mpCollMesh;
|
||||
cCollisionMesh2D *mpBaseCollMesh;
|
||||
|
||||
bool mbOnGround;
|
||||
bool mbGroundFrictionX;
|
||||
bool mbGroundFrictionY;
|
||||
|
||||
cVector2f mvForce;
|
||||
cVector2f mvSize;
|
||||
|
||||
cVector2l mvCollideCount;
|
||||
cVector2f mvLastCollidePos;
|
||||
|
||||
void AddPosXY(cVector2f avPosAdd);
|
||||
};
|
||||
|
||||
} // namespace hpl
|
||||
|
||||
#endif // HPL_BODY_H
|
||||
Reference in New Issue
Block a user