123 lines
3.3 KiB
C++
123 lines
3.3 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_Physics_H
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#define HPL_Physics_H
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#include "common/list.h"
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#include "hpl1/engine/game/Updateable.h"
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#include "hpl1/engine/physics/PhysicsMaterial.h"
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#include "hpl1/engine/system/SystemTypes.h"
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#include "common/stablemap.h"
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namespace hpl {
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class iLowLevelPhysics;
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class iPhysicsWorld;
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class cSurfaceData;
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class cWorld3D;
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class cResources;
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//------------------------------------------------
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typedef Common::List<iPhysicsWorld *> tPhysicsWorldList;
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typedef tPhysicsWorldList::iterator tPhysicsWorldListIt;
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typedef Common::StableMap<tString, cSurfaceData *> tSurfaceDataMap;
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typedef tSurfaceDataMap::iterator tSurfaceDataMapIt;
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//------------------------------------------------
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class cPhysicsImpactCount {
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public:
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cPhysicsImpactCount() { mfCount = 0; }
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float mfCount;
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};
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typedef Common::List<cPhysicsImpactCount> tPhysicsImpactCountList;
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typedef tPhysicsImpactCountList::iterator tPhysicsImpactCountListIt;
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//------------------------------------------------
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class cPhysics : public iUpdateable {
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public:
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cPhysics(iLowLevelPhysics *apLowLevelPhysics);
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~cPhysics();
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void Init(cResources *apResources);
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void Update(float afTimeStep);
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iPhysicsWorld *CreateWorld(bool abAddSurfaceData);
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void DestroyWorld(iPhysicsWorld *apWorld);
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cSurfaceData *CreateSurfaceData(const tString &asName);
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cSurfaceData *GetSurfaceData(const tString &asName);
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bool LoadSurfaceData(const tString &asFile);
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iLowLevelPhysics *GetLowLevel() { return mpLowLevelPhysics; }
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void SetGameWorld(cWorld3D *apWorld) { mpGameWorld = apWorld; }
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cWorld3D *GetGameWorld() { return mpGameWorld; }
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void SetImpactDuration(float afX) { mfImpactDuration = afX; }
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float GetImpactDuration() { return mfImpactDuration; }
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void SetMaxImpacts(int alX) { mlMaxImpacts = alX; }
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int GetMaxImpacts() { return mlMaxImpacts; }
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int GetNumOfImpacts() { return (int)mlstImpactCounts.size(); }
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bool CanPlayImpact();
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void AddImpact();
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void SetDebugLog(bool abX) { mbLog = abX; }
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bool GetDebugLog() { return mbLog; }
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private:
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ePhysicsMaterialCombMode GetCombMode(const char *apName);
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void UpdateImpactCounts(float afTimeStep);
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iLowLevelPhysics *mpLowLevelPhysics;
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cResources *mpResources;
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cWorld3D *mpGameWorld;
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tPhysicsWorldList mlstWorlds;
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tSurfaceDataMap m_mapSurfaceData;
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tPhysicsImpactCountList mlstImpactCounts;
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float mfImpactDuration;
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int mlMaxImpacts;
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bool mbLog;
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};
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} // namespace hpl
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#endif // HPL_Physics_H
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