2010-04-05 23:38:59 +02:00
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#ifndef _ENTITYBASE_H
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#define _ENTITYBASE_H
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#include "Engine.h"
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#include "mathlib.h"
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#include "EntityBaseTypes.h"
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namespace coll2d {
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class Shape;
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}
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namespace Engine {
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/** \brief Contains all the information for the physical simulation of the
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* Entity
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*
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* Every Engine::Entity that should be simulated in the Engine::Physics module
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* must have a Engine::EntityPhysicState counterpart. It represents the state
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* of the Entity in the physical world of the engine.
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*
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* The Copy-Constructor and Assignment Operator is defined in EntityPhysics.cc
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* as they require a call to coll2d::Shape::getCopy() which again requires the
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* inclusion of coll2d.h which should stay out of Entity.h for faster
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* compilation.
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*/
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struct EntityPhysicState {
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/** \brief Standard constructor */
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EntityPhysicState ():
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mId (0),
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mBaseType (EntityBaseTypeNone),
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mPosition (0., 0., 0.),
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mOrientation (0., 0., 0.),
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mVelocity (0., 0., 0.),
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mAngleVelocity (0.),
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mRadius (0.),
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mShape (NULL),
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mStatic (false),
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mAlive (true),
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mContactNormals() {};
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virtual ~EntityPhysicState() {};
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/** \brief Copy constructor */
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EntityPhysicState (const EntityPhysicState& state);
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/** \brief Assignment operator */
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EntityPhysicState& operator= (const EntityPhysicState& state);
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unsigned int mId;
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/** \brief The type from the game's perspective */
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int mType;
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/** \brief The type from the engine's perspective */
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EntityBaseType mBaseType;
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vector3d mPosition;
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vector3d mOrientation;
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vector3d mVelocity;
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float mAngleVelocity;
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float mRadius;
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coll2d::Shape* mShape;
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bool mStatic;
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/** \brief If false, the entity will be removed at the end of the frame. */
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bool mAlive;
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vector3d &GetPosition ();
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vector3d &GetVelocity ();
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vector3d &GetOrientation ();
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float &GetAngleVelocity ();
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2011-01-02 18:25:20 +01:00
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void SetPosition (const vector3d &position) { mPosition = position; }
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void SetVelocity (const vector3d &velocity) { mVelocity = velocity; }
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void SetOrientation (const vector3d &orientation) { mOrientation = orientation; }
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void SetAngleVelocity (const float &angle_velocity) { mAngleVelocity = angle_velocity; }
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2010-04-05 23:38:59 +02:00
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/** \brief Transforms the given vector in local space to world coordinates */
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void Globalize (vector3d &vec);
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/** \brief Transforms the given vector from world coordinates to local
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* coordinates */
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void Localize (vector3d &vec);
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/** \brief Performs only the rotational part of Globalize() */
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void GlobalizeRotation (vector3d &vec);
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/** \brief Performs only the rotational part of Localize() */
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void LocalizeRotation (vector3d &vec);
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/** \brief Updates the shape for collision detection */
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void UpdateShape ();
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/** \brief Contains all the normal vectors of the planes with which we are in contact. */
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std::map<unsigned int, vector3d> mContactNormals;
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};
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/** \brief Represents the current state of the Entity controller
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*
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* This struct stores the current state for all EntityControllerKeyStates
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* (e.g. whether the keys are currently pressed or not).
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*
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* \todo [Low] The current design is very unflexible. Is there a better way?
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*/
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struct EntityControllerState {
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2010-07-15 22:47:17 +02:00
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std::bitset<EntityControllerMaxKeyStates> mKeyState;
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2010-04-05 23:38:59 +02:00
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bool GetKey (int state);
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void SetKey (int state);
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void UnsetKey (int state);
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};
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/** \brief Represents the base of everything that exists in the engine
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*
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* An Engine::Entity has different representations in the different
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* submodules. Engine::EntityPhysicState stores the physical representation of
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* the entity like its position, velocity, orientation, and shape.
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* Engine::EntityVisualState is used for drawing an Entity by Engine::View.
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*/
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struct EntityBase {
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unsigned int mId;
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/** \brief The type from the game's perspective */
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int mType;
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/** \brief The type from the engine's perspective */
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EntityBaseType mBaseType;
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EntityPhysicState *mPhysicState;
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EntityControllerState *mControllerState;
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/** \brief Applies the state of the EntityControllerState to the EntityPhysicState etc. */
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virtual void Update (float delta_sec) {};
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/** \brief Adds the given state to the current movement state of the Entity */
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virtual void SetControllerKeyState (int state);
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/** \brief Removes the given state to the current movement state of the Entity */
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virtual void UnsetControllerKeyState (int state);
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/** \brief Helper function to set the id to all substates */
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void SetId (unsigned int id) {
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mId = id;
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if (mPhysicState)
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mPhysicState->mId = id;
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}
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/** Executes game logic for the collision event
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* \returns true if it was able to react for this type of entity, false
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* false otherwise
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*/
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2010-12-01 10:18:45 +01:00
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virtual bool CollisionEvent (EntityBase* entity_state, vector3d point, vector3d normal) {
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2010-04-05 23:38:59 +02:00
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return false;
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}
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};
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2011-01-02 18:25:20 +01:00
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typedef std::map<unsigned int, EntityBase*>::iterator EntityBaseIter;
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2010-04-05 23:38:59 +02:00
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}
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#endif // _ENTITYBASE_H
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