fysxasteroids/engine/EntityBase.h

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#ifndef _ENTITYBASE_H
#define _ENTITYBASE_H
#include "Engine.h"
#include "mathlib.h"
#include "EntityBaseTypes.h"
namespace coll2d {
class Shape;
}
namespace Engine {
/** \brief Contains all the information for the physical simulation of the
* Entity
*
* Every Engine::Entity that should be simulated in the Engine::Physics module
* must have a Engine::EntityPhysicState counterpart. It represents the state
* of the Entity in the physical world of the engine.
*
* The Copy-Constructor and Assignment Operator is defined in EntityPhysics.cc
* as they require a call to coll2d::Shape::getCopy() which again requires the
* inclusion of coll2d.h which should stay out of Entity.h for faster
* compilation.
*/
struct EntityPhysicState {
/** \brief Standard constructor */
EntityPhysicState ():
mId (0),
mBaseType (EntityBaseTypeNone),
mPosition (0., 0., 0.),
mOrientation (0., 0., 0.),
mVelocity (0., 0., 0.),
mAngleVelocity (0.),
mRadius (0.),
mShape (NULL),
mStatic (false),
mAlive (true),
mContactNormals() {};
virtual ~EntityPhysicState() {};
/** \brief Copy constructor */
EntityPhysicState (const EntityPhysicState& state);
/** \brief Assignment operator */
EntityPhysicState& operator= (const EntityPhysicState& state);
unsigned int mId;
/** \brief The type from the game's perspective */
int mType;
/** \brief The type from the engine's perspective */
EntityBaseType mBaseType;
vector3d mPosition;
vector3d mOrientation;
vector3d mVelocity;
float mAngleVelocity;
float mRadius;
coll2d::Shape* mShape;
bool mStatic;
/** \brief If false, the entity will be removed at the end of the frame. */
bool mAlive;
vector3d &GetPosition ();
vector3d &GetVelocity ();
vector3d &GetOrientation ();
float &GetAngleVelocity ();
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void SetPosition (const vector3d &position) { mPosition = position; }
void SetVelocity (const vector3d &velocity) { mVelocity = velocity; }
void SetOrientation (const vector3d &orientation) { mOrientation = orientation; }
void SetAngleVelocity (const float &angle_velocity) { mAngleVelocity = angle_velocity; }
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/** \brief Transforms the given vector in local space to world coordinates */
void Globalize (vector3d &vec);
/** \brief Transforms the given vector from world coordinates to local
* coordinates */
void Localize (vector3d &vec);
/** \brief Performs only the rotational part of Globalize() */
void GlobalizeRotation (vector3d &vec);
/** \brief Performs only the rotational part of Localize() */
void LocalizeRotation (vector3d &vec);
/** \brief Updates the shape for collision detection */
void UpdateShape ();
/** \brief Contains all the normal vectors of the planes with which we are in contact. */
std::map<unsigned int, vector3d> mContactNormals;
};
/** \brief Represents the current state of the Entity controller
*
* This struct stores the current state for all EntityControllerKeyStates
* (e.g. whether the keys are currently pressed or not).
*
* \todo [Low] The current design is very unflexible. Is there a better way?
*/
struct EntityControllerState {
unsigned int mId;
std::bitset<EntityControllerMaxKeyStates> mKeyState;
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bool GetKey (int state);
void SetKey (int state);
void UnsetKey (int state);
void Reset ();
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};
/** \brief Represents the base of everything that exists in the engine
*
* An Engine::Entity has different representations in the different
* submodules. Engine::EntityPhysicState stores the physical representation of
* the entity like its position, velocity, orientation, and shape.
* Engine::EntityVisualState is used for drawing an Entity by Engine::View.
*/
struct EntityBase {
unsigned int mId;
/** \brief The type from the game's perspective */
int mType;
/** \brief The type from the engine's perspective */
EntityBaseType mBaseType;
EntityPhysicState *mPhysicState;
EntityControllerState *mControllerState;
/** \brief Applies the state of the EntityControllerState to the EntityPhysicState etc. */
virtual void Update (float delta_sec) {};
/** \brief Adds the given state to the current movement state of the Entity */
virtual void SetControllerKeyState (int state);
/** \brief Removes the given state to the current movement state of the Entity */
virtual void UnsetControllerKeyState (int state);
/** \brief Resets all keys (i.e. no keys are pressed) */
virtual void ResetControllerKeyState ();
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/** \brief Helper function to set the id to all substates */
void SetId (unsigned int id) {
mId = id;
if (mPhysicState)
mPhysicState->mId = id;
if (mControllerState)
mControllerState->mId = id;
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}
/** Executes game logic for the collision event
* \returns true if it was able to react for this type of entity, false
* false otherwise
*/
virtual bool CollisionEvent (EntityBase* entity_state, vector3d point, vector3d normal) {
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return false;
}
};
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typedef std::map<unsigned int, EntityBase*>::iterator EntityBaseIter;
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}
#endif // _ENTITYBASE_H