//============================================================================== // 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 2 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 Library General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. //============================================================================== //============================================================================== // File: cCollidable.hpp // Project: Shooting Star // Author: Jarmo Hekkanen // Copyrights (c) 2003 2ndPoint ry (www.2ndpoint.fi) //------------------------------------------------------------------------------ // Revision history //============================================================================== #ifndef cCollidable_hpp #define cCollidable_hpp //============================================================================== // Includes #include "Types.hpp" #include "cPositionable.hpp" //------------------------------------------------------------------------------ // Namespaces using namespace std; namespace ShootingStar { //------------------------------------------------------------------------------ // Forward declarations class cObject; struct tParticle; struct tWall; //============================================================================== //============================================================================== //! Object that collides with other collidable objects and the map //------------------------------------------------------------------------------ class cCollidable : virtual public cPositionable { // Constructor & Destructor public: //! Constructor cCollidable (void); //! Destructor virtual ~cCollidable (void); // Public methods public: // --- Collision detection /*//! Object collision test void RayCollision (cCollidable *pOther, Uint32 deltaTime); //! Object collision test void CircleCollision (cCollidable *pOther, Uint32 deltaTime);*/ // --- Collision model --- //! Set collision model for this object void SetCollisionModel (CollisionModel model) { mCollisionModel = model; }; //! Return collision model CollisionModel GetCollisionModel (void) const { return mCollisionModel; }; // --- Contact model //! Set contact model for this object void SetContactModel (ContactModel model) { mContactModel = model; }; //! Return contact model ContactModel GetContactModel (void) const { return mContactModel; }; // --- CollisionModel_Circle //! Set collision radius (CollisionModel_Circle) void SetCollisionRadius (float radius) { mCollisionRadius = radius; }; //! Return collision radius (CollisionModel_Circle) float GetCollisionRadius (void) const { return mCollisionRadius; }; // --- CollisionModel_Particle //! Set collidable particles (CollisionModel_Particle) void SetCollidableParticles (tParticle *pParticles, int numberOfParticles) { mpParticles = pParticles; mNumberOfParticles = numberOfParticles; }; //! Return colliding particles (CollisionModel_Particle) tParticle *GetCollidableParticles (void) { return mpParticles; }; //! Return number of particles int GetNumberOfParticles (void) { return mNumberOfParticles; }; // --- Velocity --- void SetVelocity (const cVector2f &velocity) { mVelocity = velocity; }; const cVector2f &GetVelocity (void) const { return mVelocity; }; //! Called when object collides with the map virtual void OnMapCollision ( const cVector2f &begin, const cVector2f &end) {}; //! Called when object collides with other object virtual void OnObjectCollision (cCollidable *pOther) {}; // Member variables private: CollisionModel mCollisionModel; //!< Collision model ContactModel mContactModel; //!< Contact model float mCollisionRadius; //!< CollisionModel = CollisionModel_Circle cVector2f mVelocity; //!< Velocity of the object tParticle *mpParticles; //!< CollisionModell = CollisionModel_Particle int mNumberOfParticles; }; //============================================================================== //============================================================================== } // End of the ShootingStar namespace #endif // cCollidable_hpp //------------------------------------------------------------------------------ // EOF //==============================================================================