/* 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 . * */ #ifndef WATCHMAKER_BALL_H #define WATCHMAKER_BALL_H #include "watchmaker/types.h" #include "watchmaker/t3d.h" #include "watchmaker/struct.h" #include "watchmaker/globvar.h" namespace Watchmaker { struct SPhys { t3dF32 Kg = 0.0f; // costante gravitazionale t3dF32 Kn = 0.0f; // coefficiente di attrito viscoso t3dF32 Kc = 0.0f; // percentuale di energia cinetica che si conserva t3dF32 Kt = 0.0f; // percentuale di energia cinetica che si conserva per terra t3dF32 Mp = 0.0f; // massa palla t3dF32 Mb = 0.0f; // massa braccio t3dF32 Rp = 0.0f; // raggio palla t3dF32 Td = 0.0f; // differenza di tempo trascorsa tra un istante e l'altro t3dF32 Ts = 0.0f; // tempo trascorso dall'ultimo impatto t3dF32 Tb = 0.0f; // tempo di carica del braccio t3dV3F Fb; // forza braccio t3dV3F Vb; // velocita' braccio t3dV3F Fv; // forza del vento t3dV3F V0; // velocita' iniziale palla t3dV3F S0; // posizione iniziale palla t3dV3F St; // posizione attuale t3dV3F Vt; // velocita' attuale t3dV3F At; // accelerazione attuale t3dF32 MVt = 0.0f; // modulo della velocita' attuale t3dF32 MAt = 0.0f; // modulo dell'accelerazione attuale uint8 InAir; // Se e' in volo t3dV3F Angle; // Angolazione colpo t3dF32 TimeLeft = 0.0f; // Tempo Riamente SD3DTriangle ViewCone; // Cono visivo }; void InitPhys(struct SPhys *p); void ContinuePhys(struct SPhys *p); void ChangePhys(struct SPhys *p, int flags); void NextGopher(WGame &game); void ProcessGopherKeyboard(); void UpdateArrow(); void ProcessGopherCamera(WGame &game); void UpdateBall(WGame &game, struct SPhys *p); extern struct SPhys Ball[]; } // End of namespace Watchmaker #endif // WATCHMAKER_BALL_H