mirror of
https://github.com/rwengine/openrw.git
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158 lines
3.1 KiB
C++
158 lines
3.1 KiB
C++
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#pragma once
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#ifndef _GAMEOBJECT_HPP_
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#define _GAMEOBJECT_HPP_
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#include <engine/RWTypes.hpp>
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#include <loaders/LoaderIDE.hpp>
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#include <loaders/LoaderIPL.hpp>
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#include <glm/gtc/quaternion.hpp>
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#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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/**
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* @brief Base data and interface for all world "objects" like vehicles, peds.
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*
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* Contains handle to the world, and other useful properties like water level
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* tracking used to make tunnels work.
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*/
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class GameObject
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{
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glm::vec3 _lastPosition;
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glm::quat _lastRotation;
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public:
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glm::vec3 position;
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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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/**
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* Health value
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*/
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float mHealth;
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bool _inWater;
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/**
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* @brief stores the height of water at the last tick
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*/
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float _lastHeight;
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GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelHandle* model)
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: _lastPosition(pos), _lastRotation(rot), position(pos), rotation(rot), model(model), engine(engine), animator(nullptr), mHealth(0.f),
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_inWater(false), _lastHeight(std::numeric_limits<float>::max())
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{}
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virtual ~GameObject() {}
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/**
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* @brief Enumeration of possible object types.
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*/
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enum Type
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{
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Instance,
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Character,
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Vehicle,
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Pickup,
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<<<<<<< HEAD
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Projectile,
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=======
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Cutscene,
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>>>>>>> script-tool
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Unknown
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};
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/**
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* @brief determines what type of object this is.
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* @return one of Type
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*/
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virtual Type type() { return Unknown; }
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virtual void setPosition(const glm::vec3& pos);
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virtual glm::vec3 getPosition() const { return position; }
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const glm::vec3& getLastPosition() const { return _lastPosition; }
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virtual glm::quat getRotation() const;
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virtual void setRotation(const glm::quat &orientation);
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/**
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* @brief setHeading Rotates the object to face heading, in degrees.
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*/
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void setHeading(float heading);
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struct DamageInfo
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{
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enum DamageType
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{
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Explosion,
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Burning,
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Bullet,
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Physics
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};
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/**
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* World position of damage
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*/
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glm::vec3 damageLocation;
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/**
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* World position of the source (used for direction)
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*/
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glm::vec3 damageSource;
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/**
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* Magnitude of destruction
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*/
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float hitpoints;
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/**
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* Type of the damage
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*/
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DamageType type;
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/**
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* Physics impulse.
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*/
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float impulse;
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};
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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; }
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virtual void tick(float dt) = 0;
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/**
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* @brief Function used to modify the last transform
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* @param newPos
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*/
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void _updateLastTransform()
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{
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_lastPosition = getPosition();
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_lastRotation = getRotation();
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}
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glm::mat4 getTimeAdjustedTransform(float alpha) const {
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glm::mat4 t;
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t = glm::translate(t, glm::mix(_lastPosition, getPosition(), alpha));
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t = t * glm::mat4_cast(glm::slerp(_lastRotation, getRotation(), alpha));
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return t;
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}
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};
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#endif // __GAMEOBJECTS_HPP__
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