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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, or
* (at your option) any later version.
*
* 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_Physics_H
#define HPL_Physics_H
#include "common/list.h"
#include "hpl1/engine/game/Updateable.h"
#include "hpl1/engine/physics/PhysicsMaterial.h"
#include "hpl1/engine/system/SystemTypes.h"
#include "common/stablemap.h"
namespace hpl {
class iLowLevelPhysics;
class iPhysicsWorld;
class cSurfaceData;
class cWorld3D;
class cResources;
//------------------------------------------------
typedef Common::List<iPhysicsWorld *> tPhysicsWorldList;
typedef tPhysicsWorldList::iterator tPhysicsWorldListIt;
typedef Common::StableMap<tString, cSurfaceData *> tSurfaceDataMap;
typedef tSurfaceDataMap::iterator tSurfaceDataMapIt;
//------------------------------------------------
class cPhysicsImpactCount {
public:
cPhysicsImpactCount() { mfCount = 0; }
float mfCount;
};
typedef Common::List<cPhysicsImpactCount> tPhysicsImpactCountList;
typedef tPhysicsImpactCountList::iterator tPhysicsImpactCountListIt;
//------------------------------------------------
class cPhysics : public iUpdateable {
public:
cPhysics(iLowLevelPhysics *apLowLevelPhysics);
~cPhysics();
void Init(cResources *apResources);
void Update(float afTimeStep);
iPhysicsWorld *CreateWorld(bool abAddSurfaceData);
void DestroyWorld(iPhysicsWorld *apWorld);
cSurfaceData *CreateSurfaceData(const tString &asName);
cSurfaceData *GetSurfaceData(const tString &asName);
bool LoadSurfaceData(const tString &asFile);
iLowLevelPhysics *GetLowLevel() { return mpLowLevelPhysics; }
void SetGameWorld(cWorld3D *apWorld) { mpGameWorld = apWorld; }
cWorld3D *GetGameWorld() { return mpGameWorld; }
void SetImpactDuration(float afX) { mfImpactDuration = afX; }
float GetImpactDuration() { return mfImpactDuration; }
void SetMaxImpacts(int alX) { mlMaxImpacts = alX; }
int GetMaxImpacts() { return mlMaxImpacts; }
int GetNumOfImpacts() { return (int)mlstImpactCounts.size(); }
bool CanPlayImpact();
void AddImpact();
void SetDebugLog(bool abX) { mbLog = abX; }
bool GetDebugLog() { return mbLog; }
private:
ePhysicsMaterialCombMode GetCombMode(const char *apName);
void UpdateImpactCounts(float afTimeStep);
iLowLevelPhysics *mpLowLevelPhysics;
cResources *mpResources;
cWorld3D *mpGameWorld;
tPhysicsWorldList mlstWorlds;
tSurfaceDataMap m_mapSurfaceData;
tPhysicsImpactCountList mlstImpactCounts;
float mfImpactDuration;
int mlMaxImpacts;
bool mbLog;
};
} // namespace hpl
#endif // HPL_Physics_H
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