#pragma once #include "NiPoint3.h" #include "NiQuaternion.h" #include #include #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; } const std::vector& GetNewObjects() const { return m_NewObjects; } const std::vector& GetRemovedObjects() const { return m_RemovedObjects; } const std::map& 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 m_NewObjects; std::vector m_RemovedObjects; std::map m_CurrentlyCollidingObjects; };