/* * Physical.h * * Created on: 11.08.2012 * Author: Felix */ #ifndef DG_PHYSICAL_H_ #define DG_PHYSICAL_H_ #include #include "../util/Vector.h" /** * An object with physical properties. * * @warning May only handle bodies with one fixture. */ class Physical { // Public types. public: /** * POD container that carries all data required to construct this class. */ class PhysicalData { public: PhysicalData() = default; PhysicalData(const Vector2f& position, const Vector2i& size, b2World& world, uint16 category, uint16 maskExclude, bool moving, bool bullet = false, bool circle = false); /// World position of the body in pixel coordinates. const Vector2f& position; /// Pixel size of the body if it is a box. Vector2i size; /// Box2D world object. b2World& world; /// The category for collision filtering. Only one may be set. @link Physical::Category uint16 category; /// All categories set here will have collisions disabled with this object. uint16 maskExclude; /// True if the body may move on its own (player, monster). bool moving; /// True if the object is a bullet. bool bullet; /// True if the body collides as a circle. Radius is side length / 2, /// both sides must be equal. bool circle; }; /** * Categories of physical objects, for Box2D collision filtering. * The order of categories is also used for render order in Collection::draw() * (higher number on top). * * @warning An object may only have one category. */ enum Category { CATEGORY_WORLD = 1 << 1, CATEGORY_NONSOLID = 1 << 2, CATEGORY_PARTICLE = 1 << 3, CATEGORY_ACTOR = 1 << 4 }; /** * Common collision masking values. */ enum Mask { MASK_NONE = 0xffff, //< Disables any collisions. MASK_ALL = 0 //< Enables all collisions. }; // Public functions. public: Physical(const PhysicalData& data); virtual ~Physical() = 0; Vector2f getPosition() const; Vector2f getSpeed() const; float getAngle() const; bool getDelete() const; Category getCategory() const; Vector2f getSize() const; bool isSolid() const; bool isMovable() const; virtual bool doesCollide(Physical& other); virtual void onCollide(Physical& other, uint16 category); // Protected functions. protected: void setDelete(bool value); void setSpeed(Vector2f direction, float speed); void setAngle(float angle); // Private variables. private: b2Body* mBody; bool mDelete; }; #endif /* DG_PHYSICAL_H_ */