mirror of
https://github.com/ProjectDreamland/area51.git
synced 2024-11-01 03:01:49 +01:00
207 lines
No EOL
7 KiB
C++
207 lines
No EOL
7 KiB
C++
/*
|
|
#ifndef __LOCO_PHYSICS_HPP__
|
|
#define __LOCO_PHYSICS_HPP__
|
|
|
|
//=========================================================================
|
|
// INLCLUDES
|
|
//=========================================================================
|
|
|
|
#include "Auxiliary\MiscUtils\Property.hpp"
|
|
#include "Obj_mgr\obj_mgr.hpp"
|
|
|
|
|
|
#define NUM_STILL_FRAMES 15
|
|
//=========================================================================
|
|
// CHARACTER PHYSICS
|
|
//=========================================================================
|
|
class loco_physics : public prop_interface
|
|
{
|
|
//=========================================================================
|
|
public:
|
|
|
|
loco_physics ( void );
|
|
void Init ( guid Guid );
|
|
void ApplyCollision ( void );
|
|
void RenderCollision ( void );
|
|
void SetPosition ( const vector3& Position );
|
|
void Advance ( const vector3& MoveTo, f32 DeltaTime );
|
|
vector3 GetPosition ( void );
|
|
vector3 GetVelocity ( void );
|
|
void AddVelocity ( const vector3& Delta ) ;
|
|
void ZeroVelocity ( void ) ;
|
|
void SetVelocity ( const vector3& Velocity ) ;
|
|
virtual void OnEnumProp ( prop_enum& List );
|
|
virtual xbool OnProperty ( prop_query& I );
|
|
f32 GetColHeight ( void ) const { return m_CollisionCurrentHeight; }
|
|
void SetColHeight ( f32 Height ) ;
|
|
f32 GetColRadius ( void ) const { return m_CollisionRadius; }
|
|
void SetColRadius ( f32 Radius ) ;
|
|
bbox GetBBox ( void ) const;
|
|
xbool SetCrouchParametric ( f32 NormalizePercent );
|
|
void Jump ( f32 YVel );
|
|
void SetGravityAccel ( const f32& GravityAccel );
|
|
f32 GetGravityAccel ( void );
|
|
xbool GetFallMode ( void );
|
|
xbool GetJumpMode ( void );
|
|
void SetAirControl ( const f32& AirControl ) { m_AirControl = AirControl; }
|
|
f32 GetActorCollisionRadius( void ) { return m_ActorCollisionRadius; }
|
|
f32 GetActorCollisionHeight( void ) { return m_CollisionHeight; }
|
|
xbool GetNavCollided ( void ) { return m_bNavCollided; }
|
|
guid GetGuid ( void ) { return m_Guid ; }
|
|
|
|
void SetDeltaPos ( vector3 &DeltaPos );
|
|
vector3 GetRecentDeltaPos ( void ) ;
|
|
void ResetDeltaPos ( void ) ;
|
|
|
|
void SetLocoGravityOn ( xbool bValue ) ;
|
|
void SetLocoCollisionOn ( xbool bValue ) ;
|
|
|
|
void SolveActorCollisions( void );
|
|
void SetSolveActorCollisions( xbool doSolve ) { m_SolveActorCollisions = doSolve; }
|
|
|
|
//=========================================================================
|
|
protected:
|
|
|
|
void HandleMove( vector3& NewPos,
|
|
const vector3& Velocity,
|
|
f32 SlideFriction,
|
|
f32 SteepestSlide );
|
|
|
|
xbool FindGround ( vector3& Ground, const vector3& FromHere, f32 DeltaTime );
|
|
void UpdatePhysics ( f32 DeltaTime );
|
|
void CollectPermeable ( object* pObject, vector3& NewPos );
|
|
|
|
//=========================================================================
|
|
protected:
|
|
|
|
guid m_Guid;
|
|
f32 m_CollisionHeight;
|
|
f32 m_CollisionRadius;
|
|
f32 m_CollisionCrouchOffset;
|
|
f32 m_CollisionCurrentHeight;
|
|
f32 m_AirControl;
|
|
s32 m_MaxCollisions;
|
|
xbool m_bHandlePermeable;
|
|
xbool m_bNavCollided;
|
|
xbool m_bFallMode;
|
|
xbool m_bJumpMode;
|
|
xbool m_bUseGravity;
|
|
xbool m_bLocoGravityOn;
|
|
xbool m_bLocoCollisionOn;
|
|
f32 m_CollisionSnuggleDistance;
|
|
vector3 m_Velocity;
|
|
vector3 m_Position;
|
|
f32 m_GroundTolerance;
|
|
f32 m_FallTolerance;
|
|
f32 m_VelocityForFallMode;
|
|
f32 m_GravityAcceleration;
|
|
f32 m_MaxDistanceToGround;
|
|
f32 m_SteepestSlide;
|
|
f32 m_CrouchPercent;
|
|
|
|
vector3 m_LstDeltaPos[NUM_STILL_FRAMES];
|
|
s32 m_DeltaPosIndex;
|
|
|
|
xbool m_SolveActorCollisions;
|
|
f32 m_ActorCollisionRadius;
|
|
};
|
|
|
|
//=========================================================================
|
|
// INLINE
|
|
//=========================================================================
|
|
|
|
//=========================================================================
|
|
|
|
inline vector3 loco_physics::GetPosition( void )
|
|
{
|
|
return m_Position;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline vector3 loco_physics::GetVelocity( void )
|
|
{
|
|
return m_Velocity;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline void loco_physics::AddVelocity( const vector3& Delta )
|
|
{
|
|
m_Velocity += Delta ;
|
|
if (m_Velocity.Y > 0)
|
|
m_bJumpMode = TRUE;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline void loco_physics::ZeroVelocity( void )
|
|
{
|
|
m_Velocity.Zero() ;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline void loco_physics::SetVelocity( const vector3& Velocity )
|
|
{
|
|
m_Velocity = Velocity ;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline void loco_physics::SetColHeight( f32 Height )
|
|
{
|
|
m_CollisionHeight = Height ;
|
|
m_CollisionCurrentHeight = Height ;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline void loco_physics::SetColRadius( f32 Radius )
|
|
{
|
|
m_CollisionRadius = Radius ;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline bbox loco_physics::GetBBox( void ) const
|
|
{
|
|
bbox BBox;
|
|
BBox.Max.Z = BBox.Max.X = GetColRadius();
|
|
BBox.Min.Z = BBox.Min.X = -BBox.Max.X;
|
|
BBox.Max.Y = GetColHeight();
|
|
BBox.Min.Y = 0;
|
|
return BBox;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline void loco_physics::SetGravityAccel( const f32& fGravityAccel )
|
|
{
|
|
m_GravityAcceleration = fGravityAccel;
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
inline f32 loco_physics::GetGravityAccel( void )
|
|
{
|
|
return m_GravityAcceleration;
|
|
}
|
|
|
|
//=========================================================================
|
|
inline xbool loco_physics::GetFallMode( void )
|
|
{
|
|
return m_bFallMode;
|
|
}
|
|
|
|
//=========================================================================
|
|
inline xbool loco_physics::GetJumpMode( void )
|
|
{
|
|
return m_bJumpMode;
|
|
}
|
|
|
|
//=========================================================================
|
|
// END
|
|
//=========================================================================
|
|
#endif
|
|
*/ |