//-----------------------------------------------------------------------------------
//
// 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
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