1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-25 17:53:47 +00:00
Aquaria/BBGE/Collision.h
2016-05-05 19:57:50 +02:00

114 lines
2.1 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef COLLISION_H
#define COLLISION_H
#include "Base.h"
class RenderObject;
struct CollisionResult
{
CollisionResult()
{
collided = false;
collider = 0;
project = true;
}
bool project;
bool collided;
Vector overlap;
RenderObject *collider;
void reportCollision(Vector overlap)
{
collided = true;
this->overlap = overlap;
}
};
class CollisionShape
{
public:
CollisionShape();
void updatePosition(const Vector &position);
void activate()
{
active = true;
}
void deactivate()
{
active = false;
}
bool isActive()
{
return active;
}
float getX1();
float getX2();
float getY1();
float getY2();
float xw, yw;
float radius;
enum Type { NONE=0, AABB, CIRCLE, TOP_HALF_CIRCLE, TRIANGLE };
void setType(Type type);
Type getType();
bool isPointWithin(Vector point);
void render();
CollisionResult findOverlap(CollisionShape &collisionShape);
Vector offsetPosition;
bool compareLayer(CollisionShape &c);
int getLayer() { return layer; }
void setLayer(int layer) { this->layer = layer; }
bool project;
protected:
int layer;
std::vector<Vector> corners;
Vector position;
bool active;
CollisionResult collideCircleWithCircle(CollisionShape &collisionShape);
CollisionResult collideCircleWithTopHalfCircle(CollisionShape &collisionShape);
CollisionResult collideCircleWithAABB(CollisionShape &collisionShape, float x, float y, int oH, int oV);
Type type;
};
#endif