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scummvm-cursorfix/engines/scumm/he/basketball/collision/bball_collision_sphere.h
2026-02-02 04:50:13 +01:00

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4.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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