Code Search for Developers
 
 
  

PhysicsParticleObject.h from Scorched 3D at Krugle


Show PhysicsParticleObject.h syntax highlighted

////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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 General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////


#if !defined(__INCLUDE_PhysicsParticleObjecth_INCLUDE__)
#define __INCLUDE_PhysicsParticleObjecth_INCLUDE__

#include <common/Vector.h>
#include <common/Vector4.h>
#include <engine/ScorchedCollisionIds.h>

enum PhysicsParticleType
{
	ParticleTypeNone = 0,
	ParticleTypeShot,
	ParticleTypeBounce,
	ParticleTypeFalling
};

struct PhysicsParticleInfo
{
	PhysicsParticleInfo(
		PhysicsParticleType type,
		unsigned int playerId,
		void *data) :
		type_(type),
		playerId_(playerId),
		data_(data)
	{
	}

	PhysicsParticleType type_;
	unsigned int playerId_;
	void *data_;
};

class PhysicsParticleObject;
class PhysicsParticleObjectHandler
{
public:
	virtual void collision(PhysicsParticleObject &position, 
		ScorchedCollisionId collisionId) = 0;
	virtual void wallCollision(PhysicsParticleObject &position,
		ScorchedCollisionId collisionId) {}
};

class Target;
class ScorchedContext;
class PhysicsParticleObject
{
public:
	PhysicsParticleObject();
	virtual ~PhysicsParticleObject();

	void setPhysics(
		PhysicsParticleInfo info,
		ScorchedContext &context, 
		Vector &position, Vector &velocity,
		float sphereSize = 0.0f,
		float sphereDensity = 0.0f,
		float windFactor = 1.0f,
		bool underGroundCollision = false,
		bool rotateOnCollision = false);

	void applyForce(Vector &force);
	void simulate(float frameTime);

	Vector &getPosition() { return position_; }
	Vector &getVelocity() { return velocity_; }
	Vector4 &getRotationQuat() { return rotation_; }

	void setHandler(PhysicsParticleObjectHandler *handler) { handler_ = handler; }
	void setPosition(Vector &position) { position_ = position; }

protected:
	PhysicsParticleInfo info_;
	ScorchedContext *context_;
	PhysicsParticleObjectHandler *handler_;
	bool underGroundCollision_;
	bool rotateOnCollision_;
	unsigned int iterations_;
	Vector position_;
	Vector velocity_;
	Vector windFactor_;
	Vector4 rotation_;
	Vector4 avelocity_;

	enum CollisionAction
	{
		CollisionActionNone = 0,
		CollisionActionCollision,
		CollisionActionBounce
	};
	struct CollisionInfo
	{
		ScorchedCollisionId collisionId;
		float deflectFactor;
		Vector normal;
	};

	virtual void shotWallHit(CollisionInfo &collision);
	virtual void shotShieldHit(Target *target);
	virtual void bounceShieldHit(Target *target);

	void checkCollision();
	CollisionAction checkShotCollision(CollisionInfo &collision, Target *target);
	CollisionAction checkBounceCollision(CollisionInfo &collision, Target *target);
	CollisionAction checkFallingCollision(CollisionInfo &collision, Target *target);

	bool getLandscapeCollision(CollisionInfo &collision);
	bool getRoofCollision(CollisionInfo &collision);
	bool getWallCollision(CollisionInfo &collision);
	bool getShieldCollision(CollisionInfo &collision, Target *target);
	bool getTargetCollision(CollisionInfo &collision, Target *target);
	bool getTargetBounceCollision(CollisionInfo &collision, Target *target);
};

class PhysicsParticleActionObject : public PhysicsParticleObject
{
public:
	PhysicsParticleActionObject();
	virtual ~PhysicsParticleActionObject();

protected:
	virtual void shotWallHit(CollisionInfo &collision);
	virtual void shotShieldHit(Target *target);
	virtual void bounceShieldHit(Target *target);
};

#endif




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Action.cpp
  Action.h
  ActionController.cpp
  ActionController.h
  ActionReferenced.cpp
  ActionReferenced.h
  EventContainer.cpp
  EventContainer.h
  GameState.cpp
  GameState.h
  GameStateI.cpp
  GameStateI.h
  GameStateStimulusI.cpp
  GameStateStimulusI.h
  MainLoop.cpp
  MainLoop.h
  MainLoopI.cpp
  MainLoopI.h
  MetaClass.cpp
  MetaClass.h
  ModDirs.cpp
  ModDirs.h
  ModFileEntry.cpp
  ModFileEntry.h
  ModFiles.cpp
  ModFiles.h
  ModInfo.cpp
  ModInfo.h
  PhysicsParticle.cpp
  PhysicsParticle.h
  PhysicsParticleObject.cpp
  PhysicsParticleObject.h
  PlayShots.cpp
  PlayShots.h
  ScorchedCollisionIds.cpp
  ScorchedCollisionIds.h
  ScorchedContext.cpp
  ScorchedContext.h
  ShotState.cpp
  ShotState.h
  SyncCheck.cpp
  SyncCheck.h
  ViewPoints.cpp
  ViewPoints.h