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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef WORLD_OBJECT_H
#define WORLD_OBJECT_H
#include "System/Object.h"
#include "System/float4.h"
#define WORLDOBJECT_DEFAULT_DRAWRADIUS 30.0f
struct S3DModel;
class CWorldObject: public CObject
{
public:
CR_DECLARE(CWorldObject)
CWorldObject()
: id(-1)
, pos(ZeroVector)
, speed(ZeroVector)
, radius(0.0f)
, height(0.0f)
, sqRadius(0.0f)
, drawRadius(0.0f)
, useAirLos(false)
, alwaysVisible(false)
, model(NULL)
{}
CWorldObject(const float3& pos, const float3& spd) {
*this = CWorldObject();
SetPosition(pos);
SetVelocity(spd);
}
virtual ~CWorldObject() {}
virtual void SetPosition(const float3& p) { pos = p; }
virtual void SetVelocity(const float3& v) { speed = v; }
virtual void SetVelocityAndSpeed(const float3& v) {
SetSpeed(v);
SetVelocity(v);
}
// by default, SetVelocity does not set magnitude (for efficiency)
// so SetSpeed must be explicitly called to update the w-component
float SetSpeed(const float3& v) { return (speed.w = v.Length()); }
void SetRadiusAndHeight(float r, float h) {
radius = r;
height = h;
sqRadius = r * r;
drawRadius = r;
}
void SetRadiusAndHeight(S3DModel* model);
public:
int id;
float3 pos; ///< position of the very bottom of the object
float4 speed; ///< current velocity vector (elmos/frame), .w = |velocity|
float radius; ///< used for collisions
float height; ///< The height of this object
float sqRadius;
float drawRadius; ///< unsynced, used to see if in view etc.
bool useAirLos; ///< if true, the object's visibility is checked against airLosMap[allyteam]
bool alwaysVisible; ///< if true, object is drawn even if not in LOS
S3DModel* model;
};
#endif /* WORLD_OBJECT_H */
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