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engines/scumm/he/basketball/collision/bball_collision_sphere.h
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108
engines/scumm/he/basketball/collision/bball_collision_sphere.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_SPHERE_H
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#define SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_SPHERE_H
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#ifdef ENABLE_HE
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#include "scumm/he/basketball/collision/bball_collision_object.h"
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#include "scumm/he/basketball/collision/bball_collision_stack.h"
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namespace Scumm {
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const int BOUNCE_SPEED_LIMIT = 20; // If the z-direction speed of the ball falls below this limit during a bounce, then the ball will begin to roll.
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const int ROLL_SPEED_LIMIT = 20; // If the xy-direction speed of the ball falls below this limit during a roll, then the ball will stop.
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const int ROLL_SLOWDOWN_FREQUENCY = 10; // The ball slows down every x frames while rolling.
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class CCollisionSphere : public ICollisionObject, public U32Sphere {
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public:
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CCollisionSphere() : ICollisionObject(kSphere),
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_rollingCount(0),
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_positionSaved(false) {}
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~CCollisionSphere() {}
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using ICollisionObject::getObjectDistance;
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float getObjectDistance(const CCollisionBox &targetObject) const override;
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float getObjectDistance(const CCollisionCylinder &targetObject) const override;
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using ICollisionObject::testObjectIntersection;
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bool testObjectIntersection(const CCollisionBox &targetObject, U32Distance3D *pDistance) const override;
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bool testObjectIntersection(const CCollisionCylinder &targetObject, U32Distance3D *pDistance) const override;
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using ICollisionObject::validateCollision;
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bool validateCollision(const CCollisionBox &targetObject, U32Distance3D *pDistance) override;
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bool validateCollision(const CCollisionCylinder &targetObject, U32Distance3D *pDistance) override;
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using ICollisionObject::backOutOfObject;
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bool backOutOfObject(const CCollisionBox &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override;
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bool backOutOfObject(const CCollisionCylinder &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override;
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using ICollisionObject::nudgeObject;
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bool nudgeObject(const CCollisionBox &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override;
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bool nudgeObject(const CCollisionCylinder &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override;
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void handleCollisions(CCollisionObjectVector *pCollisionVector, float *pTimeUsed, bool advanceObject) override;
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using ICollisionObject::isOnObject;
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bool isOnObject(const CCollisionBox &targetObject, const U32Distance3D &distance) const override;
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bool isOnObject(const CCollisionCylinder &targetObject, const U32Distance3D &distance) const override;
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U32BoundingBox getBoundingBox() const override;
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U32BoundingBox getBigBoundingBox() const override;
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void save() override;
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void restore() override;
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int _rollingCount;
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protected:
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float getDimensionDistance(const CCollisionBox &targetObject, EDimension dimension) const;
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float getDimensionDistance(const CCollisionCylinder &targetObject, EDimension dimension) const;
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private:
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bool _positionSaved;
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U32FltPoint3D _safetyPoint;
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U32FltVector3D _safetyVelocity;
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bool backStraightOutOfObject(const ICollisionObject &targetObject, U32Distance3D *pDistance, float *pTimeUsed);
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using ICollisionObject::defineReflectionPlane;
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void defineReflectionPlane(const CCollisionBox &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const override;
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void defineReflectionPlane(const CCollisionCylinder &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const override;
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void reboundOffPlane(const U32Plane &collisionPlane, bool isOnPlane);
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using ICollisionObject::getPenetrationTime;
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float getPenetrationTime(const CCollisionBox &targetObject, const U32Distance3D &distance, EDimension dimension) const override;
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float getPenetrationTime(const CCollisionCylinder &targetObject, const U32Distance3D &distance, EDimension dimension) const override;
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void increaseVelocity(float minSpeed);
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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_SPHERE_H
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