DarkflameServer/dPhysics/dpEntity.h

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#pragma once
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include <vector>
#include <unordered_set>
#include <span>
#include "dCommonVars.h"
#include "dpCommon.h"
#include "dpShapeBase.h"
#include "dpCollisionGroups.h"
#include "dpGrid.h"
class dpEntity {
friend class dpGrid; //using friend here for now so grid can access everything
public:
dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic = true);
dpEntity(const LWOOBJID& objectID, NiPoint3 boxDimensions, bool isStatic = true);
dpEntity(const LWOOBJID& objectID, float width, float height, float depth, bool isStatic = true);
dpEntity(const LWOOBJID& objectID, float radius, bool isStatic = true);
~dpEntity();
void Update(float deltaTime);
void CheckCollision(dpEntity* other);
const NiPoint3& GetPosition() const { return m_Position; }
const NiQuaternion& GetRotation() const { return m_Rotation; }
const float GetScale() const { return m_Scale; }
const NiPoint3& GetVelocity() const { return m_Velocity; }
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
void SetPosition(const NiPoint3& newPos);
void SetRotation(const NiQuaternion& newRot);
void SetScale(float newScale);
void SetVelocity(const NiPoint3& newVelocity);
void SetAngularVelocity(const NiPoint3& newAngularVelocity);
dpShapeBase* GetShape() { return m_CollisionShape; }
bool GetIsStatic() const { return m_IsStatic; }
uint8_t GetCollisionGroup() const { return m_CollisionGroup; }
void SetCollisionGroup(uint8_t value) { m_CollisionGroup = value; }
bool GetSleeping() const { return m_Sleeping; }
void SetSleeping(bool value) { m_Sleeping = value; }
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std::span<const LWOOBJID> GetNewObjects() const { return m_NewObjects; }
std::span<const LWOOBJID> GetRemovedObjects() const { return m_RemovedObjects; }
const std::unordered_set<LWOOBJID>& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; }
void PreUpdate() { m_NewObjects.clear(); m_RemovedObjects.clear(); }
const LWOOBJID& GetObjectID() const { return m_ObjectID; }
void SetGrid(dpGrid* grid);
bool GetIsGargantuan() const { return m_IsGargantuan; }
private:
LWOOBJID m_ObjectID;
dpShapeBase* m_CollisionShape;
bool m_IsStatic;
NiPoint3 m_Position;
NiQuaternion m_Rotation;
float m_Scale;
NiPoint3 m_Velocity;
NiPoint3 m_AngularVelocity;
dpGrid* m_Grid = nullptr;
uint8_t m_CollisionGroup;
bool m_Sleeping = false;
bool m_IsGargantuan = false;
std::vector<LWOOBJID> m_NewObjects;
std::vector<LWOOBJID> m_RemovedObjects;
std::unordered_set<LWOOBJID> m_CurrentlyCollidingObjects;
};