/* 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 SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_SPHERE_H #define SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_SPHERE_H #ifdef ENABLE_HE #include "scumm/he/basketball/collision/bball_collision_object.h" #include "scumm/he/basketball/collision/bball_collision_stack.h" namespace Scumm { 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. 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. const int ROLL_SLOWDOWN_FREQUENCY = 10; // The ball slows down every x frames while rolling. class CCollisionSphere : public ICollisionObject, public U32Sphere { public: CCollisionSphere() : ICollisionObject(kSphere), _rollingCount(0), _positionSaved(false) {} ~CCollisionSphere() {} using ICollisionObject::getObjectDistance; float getObjectDistance(const CCollisionBox &targetObject) const override; float getObjectDistance(const CCollisionCylinder &targetObject) const override; using ICollisionObject::testObjectIntersection; bool testObjectIntersection(const CCollisionBox &targetObject, U32Distance3D *pDistance) const override; bool testObjectIntersection(const CCollisionCylinder &targetObject, U32Distance3D *pDistance) const override; using ICollisionObject::validateCollision; bool validateCollision(const CCollisionBox &targetObject, U32Distance3D *pDistance) override; bool validateCollision(const CCollisionCylinder &targetObject, U32Distance3D *pDistance) override; using ICollisionObject::backOutOfObject; bool backOutOfObject(const CCollisionBox &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override; bool backOutOfObject(const CCollisionCylinder &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override; using ICollisionObject::nudgeObject; bool nudgeObject(const CCollisionBox &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override; bool nudgeObject(const CCollisionCylinder &targetObject, U32Distance3D *pDistance, float *pTimeUsed) override; void handleCollisions(CCollisionObjectVector *pCollisionVector, float *pTimeUsed, bool advanceObject) override; using ICollisionObject::isOnObject; bool isOnObject(const CCollisionBox &targetObject, const U32Distance3D &distance) const override; bool isOnObject(const CCollisionCylinder &targetObject, const U32Distance3D &distance) const override; U32BoundingBox getBoundingBox() const override; U32BoundingBox getBigBoundingBox() const override; void save() override; void restore() override; int _rollingCount; protected: float getDimensionDistance(const CCollisionBox &targetObject, EDimension dimension) const; float getDimensionDistance(const CCollisionCylinder &targetObject, EDimension dimension) const; private: bool _positionSaved; U32FltPoint3D _safetyPoint; U32FltVector3D _safetyVelocity; bool backStraightOutOfObject(const ICollisionObject &targetObject, U32Distance3D *pDistance, float *pTimeUsed); using ICollisionObject::defineReflectionPlane; void defineReflectionPlane(const CCollisionBox &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const override; void defineReflectionPlane(const CCollisionCylinder &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const override; void reboundOffPlane(const U32Plane &collisionPlane, bool isOnPlane); using ICollisionObject::getPenetrationTime; float getPenetrationTime(const CCollisionBox &targetObject, const U32Distance3D &distance, EDimension dimension) const override; float getPenetrationTime(const CCollisionCylinder &targetObject, const U32Distance3D &distance, EDimension dimension) const override; void increaseVelocity(float minSpeed); }; } // End of namespace Scumm #endif // ENABLE_HE #endif // SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_SPHERE_H