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Aquaria/BBGE/Collision.h

146 lines
2.8 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 addCollisionGroup(int group);
void removeCollisionGroup(int group);
void canCollideWithGroup();
*/
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);
//bool compareMask(CollisionShape &c);
int getLayer() { return layer; }
void setLayer(int layer) { this->layer = layer; }
bool project;
protected:
int layer;
/*
typedef std::vector<int> CollisionLayerMask;
CollisionLayerMask colliderMask, collideeMask;
*/
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;
};
/*
class CollisionObject
{
public:
void onCollision();
void collide()
{
CollisionResult c;
for (int i = 0; i < collisionManager->colliders.size(); i++)
{
c = findOverlap(collisionManager->colliders[i]->collisionShape);
if (c.collided)
{
position -= c.overlap;
collisionShape.position =
}
}
}
};
class CollisionManager
{
public:
void addCollider(
};
*/
#endif