#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 (); 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; } /** \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 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 { std::bitset mKeyState; bool GetKey (int state); void SetKey (int state); void UnsetKey (int state); }; /** \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 Helper function to set the id to all substates */ void SetId (unsigned int id) { mId = id; if (mPhysicState) mPhysicState->mId = id; } /** 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) { return false; } }; typedef std::map::iterator EntityBaseIter; } #endif // _ENTITYBASE_H