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

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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_OBJECT_H
#define SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_OBJECT_H
#ifdef ENABLE_HE
#include "common/str.h"
#include "scumm/he/basketball/collision/bball_collision_support_obj.h"
#include "scumm/he/basketball/collision/bball_collision_stack.h"
namespace Scumm {
#define COLLISION_EPSILON 0.5F
#define COLLISION_SMALL_TIME_INCREMENT 0.05F
#define COLLISION_BACK_OUT_TIME_LIMIT 20.0F
class CCollisionSphere;
class CCollisionBox;
class CCollisionCylinder;
class CCollisionObjectStack;
class CCollisionObjectVector;
enum EObjectShape {
kNoObjectShape = 0,
kSphere = 1,
kBox = 2,
kCylinder = 3
};
enum EObjectType {
kNoObjectType = 0,
kBackboard = 1,
kRim = 2,
kOtherType = 3,
kFloor = 4,
kBall = 5,
kPlayer = 6
};
class ICollisionObject {
public:
ICollisionObject(EObjectShape shape = kNoObjectShape);
virtual ~ICollisionObject() {}
// Comparison operator
bool operator==(const ICollisionObject &otherObject) const;
// Get the distance between the outside of this object and the outside of a target object
virtual float getObjectDistance(const ICollisionObject &targetObject) const;
virtual float getObjectDistance(const CCollisionSphere &targetObject) const { return 0.0F; }
virtual float getObjectDistance(const CCollisionBox &targetObject) const { return 0.0F; }
virtual float getObjectDistance(const CCollisionCylinder &targetObject) const { return 0.0F; }
// testObjectIntersection is used to determine if this object is intersecting a target object
virtual bool testObjectIntersection(const ICollisionObject &targetObject, U32Distance3D *distance) const;
virtual bool testObjectIntersection(const CCollisionSphere &targetObject, U32Distance3D *distance) const { return false; }
virtual bool testObjectIntersection(const CCollisionBox &targetObject, U32Distance3D *distance) const { return false; }
virtual bool testObjectIntersection(const CCollisionCylinder &targetObject, U32Distance3D *distance) const { return false; }
// Just because this object is intersecting another, doesn't mean that it collided with
// that object. That object could have collided with us. This function verifies, that
// we collided with another object...
virtual bool validateCollision(const ICollisionObject &targetObject, U32Distance3D *distance);
virtual bool validateCollision(const CCollisionSphere &targetObject, U32Distance3D *distance) { return true; }
virtual bool validateCollision(const CCollisionBox &targetObject, U32Distance3D *distance) { return true; }
virtual bool validateCollision(const CCollisionCylinder &targetObject, U32Distance3D *distance) { return true; }
// backOutOfObject moves this object backwards along its velocity vector to a point
// where it is guaranteed not to be intersecting a target object
virtual bool backOutOfObject(const ICollisionObject &targetObject, U32Distance3D *distance, float *timeUsed);
virtual bool backOutOfObject(const CCollisionSphere &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
virtual bool backOutOfObject(const CCollisionBox &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
virtual bool backOutOfObject(const CCollisionCylinder &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
// nudgeObject moves this object forward along its velocity vector to a point
// where it is guaranteed to be touching the target object at the exact point
// of collision
virtual bool nudgeObject(const ICollisionObject &targetObject, U32Distance3D *distance, float *timeUsed);
virtual bool nudgeObject(const CCollisionSphere &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
virtual bool nudgeObject(const CCollisionBox &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
virtual bool nudgeObject(const CCollisionCylinder &targetObject, U32Distance3D *distance, float *timeUsed) { return true; }
// Some collisions between objects are recorded, but not handled physically. This
// function determines whether a collision gets handled or not...
virtual bool isCollisionHandled(const ICollisionObject &targetObject) const;
virtual bool isCollisionHandled(const CCollisionSphere &targetObject) const { return true; }
virtual bool isCollisionHandled(const CCollisionBox &targetObject) const { return true; }
virtual bool isCollisionHandled(const CCollisionCylinder &targetObject) const { return true; }
// handleCollisions alters this objects velocity and position as a result of
// a collision with one or more target objects
virtual void handleCollisions(CCollisionObjectVector *pCollisionVector, float *timeUsed, bool advanceObject);
virtual void handleCollision(const CCollisionSphere &targetObject, float *timeUsed, U32Distance3D *distance, bool advanceObject) {}
virtual void handleCollision(const CCollisionBox &targetObject, float *timeUsed, U32Distance3D *distance, bool advanceObject) {}
virtual void handleCollision(const CCollisionCylinder &targetObject, float *timeUsed, U32Distance3D *distance, bool advanceObject) {}
// Determine if this object is resting, running, or rolling on another object.
// An object doing this would not necessarily trigger an intersection...
virtual bool isOnObject(const ICollisionObject &targetObject, const U32Distance3D &distance) const;
virtual bool isOnObject(const CCollisionSphere &targetObject, const U32Distance3D &distance) const { return false; }
virtual bool isOnObject(const CCollisionBox &targetObject, const U32Distance3D &distance) const { return false; }
virtual bool isOnObject(const CCollisionCylinder &targetObject, const U32Distance3D &distance) const { return false; }
// Return a 3-dimensional bounding box for this object
virtual U32BoundingBox getBoundingBox() const = 0;
virtual U32BoundingBox getBigBoundingBox() const = 0;
// Return the point on the surface of the object that is closest to the input point
virtual U32FltPoint3D findNearestPoint(const U32FltPoint3D &testPoint) const;
// Call this function when it is known that the object is at a legal location and is
// not intersecting any other objects
virtual void save() {}
// Put the object at the last place that it was guaranteed to not be intersecting any
// other objects, and negate it's velocity vector
virtual void restore() {}
Common::String _description;
EObjectShape _objectShape;
EObjectType _objectType;
int _objectID; // An identifier that uniquely identifies this object
U32FltVector3D _velocity;
float _collisionEfficiency; // A multiplier (range 0 to 1) that represents
// the percentage of velocity (perpendicular with
// the collision) that a target object retains
// when it collides with this object
float _friction; // A multiplier (range 0 to 1) that represents
// the percentage of velocity (parallel with
// the collision) that a target object loses
// when it collides with this object
int _soundNumber;
bool _ignore; // There could be times when you want to ignore
// an object for collision purposes. This flag
// determines that.
CCollisionObjectVector _objectCollisionHistory; // Stack with pointers to all the
// objects that this object collided
// with this frame
CCollisionObjectVector _objectRollingHistory; // Stack with pointers to all the
// objects that this object rolled
// on this frame
protected:
// Get the amount of time it took this sphere to penetrate whatever object it is
// currently intersecting in the given dimension
virtual float getPenetrationTime(const ICollisionObject &targetObject, const U32Distance3D &distance, EDimension dimension) const;
virtual float getPenetrationTime(const CCollisionSphere &targetObject, const U32Distance3D &distance, EDimension dimension) const { return 0.0F; }
virtual float getPenetrationTime(const CCollisionBox &targetObject, const U32Distance3D &distance, EDimension dimension) const { return 0.0F; }
virtual float getPenetrationTime(const CCollisionCylinder &targetObject, const U32Distance3D &distance, EDimension dimension) const { return 0.0F; }
// Sometimes when this object collides with another object, it may want to treat
// the object at the point of collision like a plane. This can help simplify the
// collision. defineReflectionPlane defines a plane between this object and the
// target object at the point of collision...
virtual void defineReflectionPlane(const ICollisionObject &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
virtual void defineReflectionPlane(const CCollisionSphere &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
virtual void defineReflectionPlane(const CCollisionBox &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
virtual void defineReflectionPlane(const CCollisionCylinder &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const;
};
} // End of namespace Scumm
#endif // ENABLE_HE
#endif // SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_OBJECT_H