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114 lines
2.1 KiB
C++
114 lines
2.1 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef COLLISION_H
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#define COLLISION_H
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#include "Base.h"
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class RenderObject;
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struct CollisionResult
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{
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CollisionResult()
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{
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collided = false;
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collider = 0;
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project = true;
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}
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bool project;
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bool collided;
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Vector overlap;
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RenderObject *collider;
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void reportCollision(Vector overlap)
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{
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collided = true;
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this->overlap = overlap;
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}
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};
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class CollisionShape
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{
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public:
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CollisionShape();
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void updatePosition(const Vector &position);
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void activate()
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{
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active = true;
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}
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void deactivate()
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{
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active = false;
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}
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bool isActive()
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{
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return active;
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}
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float getX1();
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float getX2();
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float getY1();
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float getY2();
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float xw, yw;
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float radius;
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enum Type { NONE=0, AABB, CIRCLE, TOP_HALF_CIRCLE, TRIANGLE };
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void setType(Type type);
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Type getType();
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bool isPointWithin(Vector point);
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void render();
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CollisionResult findOverlap(CollisionShape &collisionShape);
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Vector offsetPosition;
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bool compareLayer(CollisionShape &c);
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int getLayer() { return layer; }
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void setLayer(int layer) { this->layer = layer; }
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bool project;
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protected:
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int layer;
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std::vector<Vector> corners;
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Vector position;
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bool active;
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CollisionResult collideCircleWithCircle(CollisionShape &collisionShape);
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CollisionResult collideCircleWithTopHalfCircle(CollisionShape &collisionShape);
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CollisionResult collideCircleWithAABB(CollisionShape &collisionShape, float x, float y, int oH, int oV);
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Type type;
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};
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#endif
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