1 | // SuperTux |
2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
3 | // 2018 Ingo Ruhnke <grumbel@gmail.com> |
4 | // |
5 | // This program is free software: you can redistribute it and/or modify |
6 | // it under the terms of the GNU General Public License as published by |
7 | // the Free Software Foundation, either version 3 of the License, or |
8 | // (at your option) any later version. |
9 | // |
10 | // This program is distributed in the hope that it will be useful, |
11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
13 | // GNU General Public License for more details. |
14 | // |
15 | // You should have received a copy of the GNU General Public License |
16 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
17 | |
18 | #ifndef HEADER_SUPERTUX_COLLISION_COLLISION_OBJECT_HPP |
19 | #define |
20 | |
21 | #include <stdint.h> |
22 | |
23 | #include "collision/collision_group.hpp" |
24 | #include "collision/collision_hit.hpp" |
25 | #include "math/rectf.hpp" |
26 | |
27 | class CollisionListener; |
28 | class GameObject; |
29 | |
30 | class CollisionObject |
31 | { |
32 | friend class CollisionSystem; |
33 | |
34 | public: |
35 | CollisionObject(CollisionGroup group, CollisionListener& parent); |
36 | |
37 | /** this function is called when the object collided with something solid */ |
38 | void collision_solid(const CollisionHit& hit); |
39 | |
40 | /** when 2 objects collided, we will first call the |
41 | pre_collision_check functions of both objects that can decide on |
42 | how to react to the collision. */ |
43 | bool collides(CollisionObject& other, const CollisionHit& hit) const; |
44 | |
45 | /** this function is called when the object collided with any other object */ |
46 | HitResponse collision(CollisionObject& other, const CollisionHit& hit); |
47 | |
48 | /** called when tiles with special attributes have been touched */ |
49 | void collision_tile(uint32_t tile_attributes); |
50 | |
51 | /** returns the bounding box of the Object */ |
52 | const Rectf& get_bbox() const |
53 | { |
54 | return m_bbox; |
55 | } |
56 | |
57 | const Vector& get_movement() const |
58 | { |
59 | return m_movement; |
60 | } |
61 | |
62 | /** places the moving object at a specific position. Be careful when |
63 | using this function. There are no collision detection checks |
64 | performed here so bad things could happen. */ |
65 | void set_pos(const Vector& pos) |
66 | { |
67 | m_dest.move(pos - get_pos()); |
68 | m_bbox.set_pos(pos); |
69 | } |
70 | |
71 | Vector get_pos() const |
72 | { |
73 | return m_bbox.p1(); |
74 | } |
75 | |
76 | /** moves entire object to a specific position, including all |
77 | points those the object has, exactly like the object has |
78 | spawned in that given pos instead.*/ |
79 | void move_to(const Vector& pos) |
80 | { |
81 | set_pos(pos); |
82 | } |
83 | |
84 | /** sets the moving object's bbox to a specific width. Be careful |
85 | when using this function. There are no collision detection |
86 | checks performed here so bad things could happen. */ |
87 | void set_width(float w) |
88 | { |
89 | m_dest.set_width(w); |
90 | m_bbox.set_width(w); |
91 | } |
92 | |
93 | /** sets the moving object's bbox to a specific size. Be careful |
94 | when using this function. There are no collision detection |
95 | checks performed here so bad things could happen. */ |
96 | void set_size(float w, float h) |
97 | { |
98 | m_dest.set_size(w, h); |
99 | m_bbox.set_size(w, h); |
100 | } |
101 | |
102 | CollisionGroup get_group() const |
103 | { |
104 | return m_group; |
105 | } |
106 | |
107 | bool is_valid() const; |
108 | |
109 | CollisionListener& get_listener() |
110 | { |
111 | return m_listener; |
112 | } |
113 | |
114 | private: |
115 | CollisionListener& m_listener; |
116 | |
117 | public: |
118 | /** The bounding box of the object (as used for collision detection, |
119 | this isn't necessarily the bounding box for graphics) */ |
120 | Rectf m_bbox; |
121 | |
122 | /** The movement that will happen till next frame */ |
123 | Vector m_movement; |
124 | |
125 | /** The collision group */ |
126 | CollisionGroup m_group; |
127 | |
128 | private: |
129 | /** this is only here for internal collision detection use (don't touch this |
130 | from outside collision detection code) |
131 | |
132 | This field holds the currently anticipated destination of the object |
133 | during collision detection */ |
134 | Rectf m_dest; |
135 | |
136 | private: |
137 | CollisionObject(const CollisionObject&) = delete; |
138 | CollisionObject& operator=(const CollisionObject&) = delete; |
139 | }; |
140 | |
141 | #endif |
142 | |
143 | /* EOF */ |
144 | |