//----------------------------------------------------------------------------------- // // Torque Network Library - ZAP example multiplayer vector graphics space game // Copyright (C) 2004 GarageGames.com, Inc. // For more information see http://www.opentnl.org // // This program 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. // // For use in products that are not compatible with the terms of the GNU // General Public License, alternative licensing options are available // from GarageGames.com. // // 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 _MOVEOBJECT_H_ #define _MOVEOBJECT_H_ #include "gameObject.h" namespace Zap { class MoveObject : public GameObject { protected: float mRadius; float mMass; public: enum { ActualState = 0, RenderState, LastProcessState, MoveStateCount, }; protected: struct MoveState { Point pos; // actual position of the ship float angle; // actual angle of the ship Point vel; // actual velocity of the ship }; enum { InterpMaxVelocity = 900, // velocity to use to interpolate to proper position InterpAcceleration = 1800, }; MoveState mMoveState[MoveStateCount]; bool mInterpolating; public: MoveObject(Point pos = Point(0,0), float radius = 1, float mass = 1); void updateInterpolation(); void updateExtent(); Point getRenderPos() { return mMoveState[RenderState].pos; } Point getActualPos() { return mMoveState[ActualState].pos; } float getMass() { return mMass; } Point getRenderVel() { return mMoveState[RenderState].vel; } Point getActualVel() { return mMoveState[ActualState].vel; } void move(F32 time, U32 stateIndex, bool displacing); bool collide(GameObject *otherObject); GameObject *findFirstCollision(U32 stateIndex, F32 &collisionTime, Point &collisionPoint); void computeCollisionResponseMoveObject(U32 stateIndex, MoveObject *objHit); void computeCollisionResponseBarrier(U32 stateIndex, Point &collisionPoint); F32 computeMinSeperationTime(U32 stateIndex, MoveObject *contactObject, Point intendedPos); bool getCollisionCircle(U32 stateIndex, Point &point, float &radius) { point = mMoveState[stateIndex].pos; radius = mRadius; return true; } F32 getRadius() { return mRadius; } }; }; #endif