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dungeon-gunner/source/abstract/Physical.h

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/*
* Physical.h
*
* Created on: 11.08.2012
* Author: Felix
*/
#ifndef DG_PHYSICAL_H_
#define DG_PHYSICAL_H_
#include <Box2D/Box2D.h>
#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_ */