187 lines
5.1 KiB
C++
187 lines
5.1 KiB
C++
/* 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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_BODY_H
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#define HPL_BODY_H
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#include "hpl1/engine/math/MathTypes.h"
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#include "common/list.h"
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#include "hpl1/engine/scene/Entity2D.h"
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#include "common/stablemap.h"
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namespace hpl {
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class cMesh2D;
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class cNode2D;
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class cCollider2D;
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class cCollisionMesh2D;
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class cBody2D;
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typedef Common::List<cBody2D *> tBody2DList;
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typedef tBody2DList::iterator tBody2DListIt;
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class cBody2D : public iEntity2D {
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public:
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cBody2D(const tString &asName, cMesh2D *apMesh, cVector2f avSize, cCollider2D *apCollider, int alID);
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~cBody2D();
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const cRect2f &GetBoundingBox();
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bool UpdateBoundingBox();
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void Move(float afValue);
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void UpdateLogic(float afTimeStep);
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tString GetEntityType() { return "Body"; };
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cVector3f &GetPosition() { return mvPosition; }
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cVector3f &GetLastPosition() { return mvLastPosition; }
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void ResetLastPosition() { mvLastPosition = mvPosition; }
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float GetVelocity();
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float GetMaxVelocity() { return mfMaxVel; }
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float GetAcceleration() { return mfAcc; }
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float GetGravity() { return mfGravity; }
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float GetMaxGravityVel() { return mfMaxGravityVel; }
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bool GetCollidable() { return mbCollidable; }
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bool GetCollides() { return mbCollides; }
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float GetAirFriction() { return mfAirFriction; }
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float GetGroundFriction() { return mfGroundFriction; }
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const cVector2f &GetSize() { return mvSize; }
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const cVector3f &GetMovement() { return mvMovement; }
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void SetMaxVelocity(float afMaxVel) { mfMaxVel = afMaxVel; }
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void SetAcceleration(float afAcc) { mfAcc = afAcc; }
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void SetGravity(float afGravity) { mfGravity = afGravity; }
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void SetMaxGravityVel(float afMaxGravityVel) { mfMaxGravityVel = afMaxGravityVel; }
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void SetCollidable(bool abCollidable) { mbCollidable = abCollidable; }
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void SetCollides(bool abCollides) { mbCollides = abCollides; }
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void SetAirFriction(float afAirFriction) { mfAirFriction = afAirFriction; }
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void SetGroundFriction(float afGroundFriction) { mfGroundFriction = afGroundFriction; }
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void AddForce(float afAngle, float afStrength);
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void AddForce(const cVector2f &avForce);
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void SetForce(float afAngle, float afStrength);
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void SetForce(const cVector2f &avForce);
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const cVector2f &GetForce() const { return mvForce; }
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/**
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* Sets the things that the body can collide with, default is eFlagBit_0 (tiles)
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* \param alFlag
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*/
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void SetCollideFlag(tFlag alFlag) { mlCollideFlag = alFlag; }
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tFlag GetCollideFlag() { return mlCollideFlag; }
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/**
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* Sets if the body is attached to moving obejcts and moves with the, default is false.
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* \param abX
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*/
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void SetAttachToGround(bool abX) { mbAttachToGround = abX; }
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bool GetAttachToGround() { return mbAttachToGround; }
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/**
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* Sets if other objects can attach themselves to this body. Default is true.
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* \param abX
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*/
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void SetAttachBodies(bool abX) { mbAttachBodies = abX; }
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bool GetAttachBodies() { return mbAttachBodies; }
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void AttachBody(cBody2D *apBody);
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void DetachBody(cBody2D *apBody);
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void SetParentBody(cBody2D *apBody);
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/**
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* Sets the types of collider the body is, default is eFlagBit_1. On collision checking, the
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* other objects specify what it can collide with. And for every body this value is checked.
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* \param alFlag
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*/
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void SetCollideType(tFlag alFlag) { mlCollideType = alFlag; }
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tFlag GetCollideType() { return mlCollideType; }
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void AttachNode(cNode2D *apNode) { mpNode = apNode; }
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void DetachNode() { mpNode = NULL; }
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int GetID() { return mlID; }
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bool OnGround() { return mbOnGround; }
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void UpdateCollisionMesh();
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cCollisionMesh2D *GetCollisionMesh();
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private:
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float mfMaxVel;
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float mfAcc;
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float mfGravity;
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float mfMaxGravityVel;
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float mfAirFriction;
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float mfGroundFriction;
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bool mbCollides;
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bool mbCollidable;
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bool mbMoved;
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cVector3f mvMovement;
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bool mbAttachToGround;
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bool mbAttachBodies;
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tBody2DList mlstAttachedBodies;
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cBody2D *mpParentBody;
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int mlID;
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tFlag mlCollideFlag;
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tFlag mlCollideType;
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cMesh2D *mpMesh;
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cCollider2D *mpCollider;
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cNode2D *mpNode;
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cCollisionMesh2D *mpCollMesh;
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cCollisionMesh2D *mpBaseCollMesh;
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bool mbOnGround;
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bool mbGroundFrictionX;
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bool mbGroundFrictionY;
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cVector2f mvForce;
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cVector2f mvSize;
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cVector2l mvCollideCount;
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cVector2f mvLastCollidePos;
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void AddPosXY(cVector2f avPosAdd);
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};
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} // namespace hpl
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#endif // HPL_BODY_H
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