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openrw/rwengine/include/engine/GameObject.hpp

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#pragma once
#ifndef _GAMEOBJECT_HPP_
#define _GAMEOBJECT_HPP_
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#include <engine/RWTypes.hpp>
#include <loaders/LoaderIDE.hpp>
#include <loaders/LoaderIPL.hpp>
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#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
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#include <memory>
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class CharacterController;
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class ModelFrame;
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class Animator;
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class GameWorld;
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/**
* @brief Base data and interface for all world "objects" like vehicles, peds.
*
* Contains handle to the world, and other useful properties like water level
* tracking used to make tunnels work.
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*/
class GameObject
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{
glm::vec3 _lastPosition;
glm::quat _lastRotation;
public:
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glm::vec3 position;
glm::quat rotation;
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ModelHandle* model; /// Cached pointer to Object's Model.
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GameWorld* engine;
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Animator* animator; /// Object's animator.
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/**
* Health value
*/
float mHealth;
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bool _inWater;
/**
* @brief stores the height of water at the last tick
*/
float _lastHeight;
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GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle* model)
: _lastPosition(pos), _lastRotation(rot), position(pos), rotation(rot), model(model), engine(engine), animator(nullptr), mHealth(0.f),
_inWater(false), _lastHeight(std::numeric_limits<float>::max())
{}
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virtual ~GameObject() {}
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/**
* @brief Enumeration of possible object types.
*/
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enum Type
{
Instance,
Character,
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Vehicle,
Pickup,
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Unknown
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};
/**
* @brief determines what type of object this is.
* @return one of Type
*/
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virtual Type type() { return Unknown; }
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virtual void setPosition(const glm::vec3& pos);
virtual glm::vec3 getPosition() const { return position; }
const glm::vec3& getLastPosition() const { return _lastPosition; }
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virtual glm::quat getRotation() const;
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struct DamageInfo
{
enum DamageType
{
Explosion,
Burning,
Bullet,
Physics
};
/**
* World position of damage
*/
glm::vec3 damageLocation;
/**
* World position of the source (used for direction)
*/
glm::vec3 damageSource;
/**
* Magnitude of destruction
*/
float hitpoints;
/**
* Type of the damage
*/
DamageType type;
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/**
* Physics impulse.
*/
float impulse;
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};
virtual bool takeDamage(const DamageInfo& /*damage*/) { return false; }
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virtual bool isAnimationFixed() const { return true; }
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virtual bool isInWater() const { return _inWater; }
virtual void tick(float dt) = 0;
/**
* @brief Function used to modify the last transform
* @param newPos
*/
void _updateLastTransform()
{
_lastPosition = getPosition();
_lastRotation = getRotation();
}
glm::mat4 getTimeAdjustedTransform(float alpha) const {
glm::mat4 t;
t = glm::translate(t, glm::mix(_lastPosition, getPosition(), alpha));
t = t * glm::mat4_cast(glm::slerp(_lastRotation, getRotation(), alpha));
return t;
}
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};
#endif // __GAMEOBJECTS_HPP__