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- // SuperTux
- // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
- // 2018 Ingo Ruhnke <grumbel@gmail.com>
- //
- // 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 3 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 General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- #ifndef HEADER_SUPERTUX_COLLISION_COLLISION_OBJECT_HPP
- #define HEADER_SUPERTUX_COLLISION_COLLISION_OBJECT_HPP
- #include <stdint.h>
- #include <memory>
- #include <unordered_set>
- #include "collision/collision_group.hpp"
- #include "collision/collision_hit.hpp"
- #include "math/rectf.hpp"
- class CollisionListener;
- class CollisionGroundMovementManager;
- class GameObject;
- class CollisionObject
- {
- friend class CollisionSystem;
- public:
- CollisionObject(CollisionGroup group, CollisionListener& parent);
- /** this function is called when the object collided with something solid */
- void collision_solid(const CollisionHit& hit);
- /** when 2 objects collided, we will first call the
- pre_collision_check functions of both objects that can decide on
- how to react to the collision. */
- bool collides(CollisionObject& other, const CollisionHit& hit) const;
- /** this function is called when the object collided with any other object */
- HitResponse collision(CollisionObject& other, const CollisionHit& hit);
- /** called when tiles with special attributes have been touched */
- void collision_tile(uint32_t tile_attributes);
- /** called when this object, if (moving) static, has collided on its top with a moving object */
- void collision_moving_object_bottom(CollisionObject& other);
- void notify_object_removal(CollisionObject* other);
- void set_ground_movement_manager(const std::shared_ptr<CollisionGroundMovementManager>& movement_manager)
- {
- m_ground_movement_manager = movement_manager;
- }
- void clear_bottom_collision_list();
- bool is_unisolid() const { return m_unisolid; }
- void set_unisolid(bool unisolid) { m_unisolid = unisolid; }
- /** returns the bounding box of the Object */
- const Rectf& get_bbox() const
- {
- return m_bbox;
- }
- void set_movement(const Vector& movement)
- {
- m_movement = movement;
- }
- void propagate_movement(const Vector& movement);
- const Vector& get_movement() const
- {
- return m_movement;
- }
- /** places the moving object at a specific position. Be careful when
- using this function. There are no collision detection checks
- performed here so bad things could happen. */
- void set_pos(const Vector& pos)
- {
- m_dest.move(pos - get_pos());
- m_bbox.set_pos(pos);
- }
- Vector get_pos() const
- {
- return m_bbox.p1();
- }
- Vector get_pressure() const
- {
- return m_pressure;
- }
- /** moves entire object to a specific position, including all
- points those the object has, exactly like the object has
- spawned in that given pos instead.*/
- void move_to(const Vector& pos)
- {
- set_pos(pos);
- }
- /** sets the moving object's bbox to a specific width. Be careful
- when using this function. There are no collision detection
- checks performed here so bad things could happen. */
- void set_width(float w)
- {
- m_dest.set_width(w);
- m_bbox.set_width(w);
- }
- /** sets the moving object's bbox to a specific size. Be careful
- when using this function. There are no collision detection
- checks performed here so bad things could happen. */
- void set_size(float w, float h)
- {
- m_dest.set_size(w, h);
- m_bbox.set_size(w, h);
- }
- CollisionGroup get_group() const
- {
- return m_group;
- }
- bool is_valid() const;
- CollisionListener& get_listener()
- {
- return m_listener;
- }
- private:
- CollisionListener& m_listener;
- public:
- /** The bounding box of the object (as used for collision detection,
- this isn't necessarily the bounding box for graphics) */
- Rectf m_bbox;
- /** The collision group */
- CollisionGroup m_group;
- private:
- /** The movement that will happen till next frame */
- Vector m_movement;
- /** This is only here for internal collision detection use (don't touch this
- from outside collision detection code)
- This field holds the currently anticipated destination of the object
- during collision detection */
- Rectf m_dest;
- /** Determines whether the object is unisolid.
- Only bottom constraints to the top of the bounding box would be applied for objects,
- colliding with unisolid objects. */
- bool m_unisolid;
- /**
- * Contains the current pressure on this object
- */
- Vector m_pressure;
- /** Objects that were touching the top of this object at the last frame,
- if this object was static or moving static. */
- std::unordered_set<CollisionObject*> m_objects_hit_bottom;
- std::shared_ptr<CollisionGroundMovementManager> m_ground_movement_manager;
- private:
- CollisionObject(const CollisionObject&) = delete;
- CollisionObject& operator=(const CollisionObject&) = delete;
- };
- #endif
- /* EOF */
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