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0545adfac3
Have fun!
86 lines
2.5 KiB
C++
86 lines
2.5 KiB
C++
#pragma once
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include <vector>
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#include <map>
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#include "dCommonVars.h"
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#include "dpCommon.h"
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#include "dpShapeBase.h"
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#include "dpCollisionGroups.h"
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#include "dpGrid.h"
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class dpEntity {
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friend class dpGrid; //using friend here for now so grid can access everything
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public:
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dpEntity(const LWOOBJID& objectID, dpShapeType shapeType, bool isStatic = true);
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dpEntity(const LWOOBJID& objectID, NiPoint3 boxDimensions, bool isStatic = true);
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dpEntity(const LWOOBJID& objectID, float width, float height, float depth, bool isStatic = true);
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dpEntity(const LWOOBJID& objectID, float radius, bool isStatic = true);
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~dpEntity();
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void Update(float deltaTime);
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void CheckCollision(dpEntity* other);
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const NiPoint3& GetPosition() const { return m_Position; }
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const NiQuaternion& GetRotation() const { return m_Rotation; }
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const float GetScale() const { return m_Scale; }
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const NiPoint3& GetVelocity() const { return m_Velocity; }
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const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
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void SetPosition(const NiPoint3& newPos);
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void SetRotation(const NiQuaternion& newRot);
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void SetScale(float newScale);
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void SetVelocity(const NiPoint3& newVelocity);
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void SetAngularVelocity(const NiPoint3& newAngularVelocity);
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dpShapeBase* GetShape() { return m_CollisionShape; }
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bool GetIsStatic() const { return m_IsStatic; }
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uint8_t GetCollisionGroup() const { return m_CollisionGroup; }
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void SetCollisionGroup(uint8_t value) { m_CollisionGroup = value; }
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bool GetSleeping() const { return m_Sleeping; }
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void SetSleeping(bool value) { m_Sleeping = value; }
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const std::vector<dpEntity*>& GetNewObjects() const { return m_NewObjects; }
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const std::vector<dpEntity*>& GetRemovedObjects() const { return m_RemovedObjects; }
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const std::map<LWOOBJID, dpEntity*>& GetCurrentlyCollidingObjects() const { return m_CurrentlyCollidingObjects; }
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void PreUpdate() { m_NewObjects.clear(); m_RemovedObjects.clear(); }
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const LWOOBJID& GetObjectID() const { return m_ObjectID; }
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void SetGrid(dpGrid* grid);
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bool GetIsGargantuan() const { return m_IsGargantuan; }
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private:
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LWOOBJID m_ObjectID;
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dpShapeBase* m_CollisionShape;
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bool m_IsStatic;
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NiPoint3 m_Position;
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NiQuaternion m_Rotation;
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float m_Scale;
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NiPoint3 m_Velocity;
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NiPoint3 m_AngularVelocity;
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dpGrid* m_Grid = nullptr;
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uint8_t m_CollisionGroup;
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bool m_Sleeping = false;
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bool m_IsGargantuan = false;
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std::vector<dpEntity*> m_NewObjects;
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std::vector<dpEntity*> m_RemovedObjects;
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std::map<LWOOBJID, dpEntity*> m_CurrentlyCollidingObjects;
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}; |