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