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engines/scumm/he/basketball/collision/bball_collision_object.h
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engines/scumm/he/basketball/collision/bball_collision_object.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_OBJECT_H
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#define SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_OBJECT_H
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#ifdef ENABLE_HE
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#include "common/str.h"
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#include "scumm/he/basketball/collision/bball_collision_support_obj.h"
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#include "scumm/he/basketball/collision/bball_collision_stack.h"
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namespace Scumm {
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#define COLLISION_EPSILON 0.5F
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#define COLLISION_SMALL_TIME_INCREMENT 0.05F
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#define COLLISION_BACK_OUT_TIME_LIMIT 20.0F
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class CCollisionSphere;
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class CCollisionBox;
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class CCollisionCylinder;
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class CCollisionObjectStack;
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class CCollisionObjectVector;
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enum EObjectShape {
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kNoObjectShape = 0,
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kSphere = 1,
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kBox = 2,
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kCylinder = 3
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};
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enum EObjectType {
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kNoObjectType = 0,
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kBackboard = 1,
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kRim = 2,
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kOtherType = 3,
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kFloor = 4,
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kBall = 5,
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kPlayer = 6
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};
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class ICollisionObject {
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public:
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ICollisionObject(EObjectShape shape = kNoObjectShape);
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virtual ~ICollisionObject() {}
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// Comparison operator
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bool operator==(const ICollisionObject &otherObject) const;
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// Get the distance between the outside of this object and the outside of a target object
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virtual float getObjectDistance(const ICollisionObject &targetObject) const;
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virtual float getObjectDistance(const CCollisionSphere &targetObject) const { return 0.0F; }
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virtual float getObjectDistance(const CCollisionBox &targetObject) const { return 0.0F; }
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virtual float getObjectDistance(const CCollisionCylinder &targetObject) const { return 0.0F; }
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// testObjectIntersection is used to determine if this object is intersecting a target object
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virtual bool testObjectIntersection(const ICollisionObject &targetObject, U32Distance3D *distance) const;
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virtual bool testObjectIntersection(const CCollisionSphere &targetObject, U32Distance3D *distance) const { return false; }
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virtual bool testObjectIntersection(const CCollisionBox &targetObject, U32Distance3D *distance) const { return false; }
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virtual bool testObjectIntersection(const CCollisionCylinder &targetObject, U32Distance3D *distance) const { return false; }
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// Just because this object is intersecting another, doesn't mean that it collided with
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// that object. That object could have collided with us. This function verifies, that
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// we collided with another object...
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virtual bool validateCollision(const ICollisionObject &targetObject, U32Distance3D *distance);
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virtual bool validateCollision(const CCollisionSphere &targetObject, U32Distance3D *distance) { return true; }
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virtual bool validateCollision(const CCollisionBox &targetObject, U32Distance3D *distance) { return true; }
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virtual bool validateCollision(const CCollisionCylinder &targetObject, U32Distance3D *distance) { return true; }
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// backOutOfObject moves this object backwards along its velocity vector to a point
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// where it is guaranteed not to be intersecting a target object
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virtual bool backOutOfObject(const ICollisionObject &targetObject, U32Distance3D *distance, float *timeUsed);
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virtual bool backOutOfObject(const CCollisionSphere &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
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virtual bool backOutOfObject(const CCollisionBox &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
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virtual bool backOutOfObject(const CCollisionCylinder &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
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// nudgeObject moves this object forward along its velocity vector to a point
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// where it is guaranteed to be touching the target object at the exact point
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// of collision
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virtual bool nudgeObject(const ICollisionObject &targetObject, U32Distance3D *distance, float *timeUsed);
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virtual bool nudgeObject(const CCollisionSphere &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
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virtual bool nudgeObject(const CCollisionBox &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
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virtual bool nudgeObject(const CCollisionCylinder &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
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// Some collisions between objects are recorded, but not handled physically. This
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// function determines whether a collision gets handled or not...
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virtual bool isCollisionHandled(const ICollisionObject &targetObject) const;
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virtual bool isCollisionHandled(const CCollisionSphere &targetObject) const { return true; }
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virtual bool isCollisionHandled(const CCollisionBox &targetObject) const { return true; }
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virtual bool isCollisionHandled(const CCollisionCylinder &targetObject) const { return true; }
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// handleCollisions alters this objects velocity and position as a result of
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// a collision with one or more target objects
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virtual void handleCollisions(CCollisionObjectVector *pCollisionVector, float *timeUsed, bool advanceObject);
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virtual void handleCollision(const CCollisionSphere &targetObject, float *timeUsed, U32Distance3D *distance, bool advanceObject) {}
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virtual void handleCollision(const CCollisionBox &targetObject, float *timeUsed, U32Distance3D *distance, bool advanceObject) {}
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virtual void handleCollision(const CCollisionCylinder &targetObject, float *timeUsed, U32Distance3D *distance, bool advanceObject) {}
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// Determine if this object is resting, running, or rolling on another object.
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// An object doing this would not necessarily trigger an intersection...
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virtual bool isOnObject(const ICollisionObject &targetObject, const U32Distance3D &distance) const;
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virtual bool isOnObject(const CCollisionSphere &targetObject, const U32Distance3D &distance) const { return false; }
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virtual bool isOnObject(const CCollisionBox &targetObject, const U32Distance3D &distance) const { return false; }
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virtual bool isOnObject(const CCollisionCylinder &targetObject, const U32Distance3D &distance) const { return false; }
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// Return a 3-dimensional bounding box for this object
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virtual U32BoundingBox getBoundingBox() const = 0;
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virtual U32BoundingBox getBigBoundingBox() const = 0;
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// Return the point on the surface of the object that is closest to the input point
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virtual U32FltPoint3D findNearestPoint(const U32FltPoint3D &testPoint) const;
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// Call this function when it is known that the object is at a legal location and is
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// not intersecting any other objects
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virtual void save() {}
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// Put the object at the last place that it was guaranteed to not be intersecting any
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// other objects, and negate it's velocity vector
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virtual void restore() {}
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Common::String _description;
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EObjectShape _objectShape;
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EObjectType _objectType;
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int _objectID; // An identifier that uniquely identifies this object
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U32FltVector3D _velocity;
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float _collisionEfficiency; // A multiplier (range 0 to 1) that represents
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// the percentage of velocity (perpendicular with
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// the collision) that a target object retains
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// when it collides with this object
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float _friction; // A multiplier (range 0 to 1) that represents
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// the percentage of velocity (parallel with
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// the collision) that a target object loses
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// when it collides with this object
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int _soundNumber;
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bool _ignore; // There could be times when you want to ignore
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// an object for collision purposes. This flag
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// determines that.
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CCollisionObjectVector _objectCollisionHistory; // Stack with pointers to all the
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// objects that this object collided
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// with this frame
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CCollisionObjectVector _objectRollingHistory; // Stack with pointers to all the
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// objects that this object rolled
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// on this frame
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protected:
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// Get the amount of time it took this sphere to penetrate whatever object it is
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// currently intersecting in the given dimension
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virtual float getPenetrationTime(const ICollisionObject &targetObject, const U32Distance3D &distance, EDimension dimension) const;
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virtual float getPenetrationTime(const CCollisionSphere &targetObject, const U32Distance3D &distance, EDimension dimension) const { return 0.0F; }
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virtual float getPenetrationTime(const CCollisionBox &targetObject, const U32Distance3D &distance, EDimension dimension) const { return 0.0F; }
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virtual float getPenetrationTime(const CCollisionCylinder &targetObject, const U32Distance3D &distance, EDimension dimension) const { return 0.0F; }
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// Sometimes when this object collides with another object, it may want to treat
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// the object at the point of collision like a plane. This can help simplify the
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// collision. defineReflectionPlane defines a plane between this object and the
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// target object at the point of collision...
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virtual void defineReflectionPlane(const ICollisionObject &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
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virtual void defineReflectionPlane(const CCollisionSphere &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
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virtual void defineReflectionPlane(const CCollisionBox &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
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virtual void defineReflectionPlane(const CCollisionCylinder &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
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};
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} // End of namespace Scumm
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#endif // ENABLE_HE
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#endif // SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_OBJECT_H
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