osb/source/game/interfaces/StarPhysicsEntity.hpp

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#pragma once
2023-06-20 04:33:09 +00:00
#include "StarPoly.hpp"
#include "StarVariant.hpp"
#include "StarJson.hpp"
#include "StarEntity.hpp"
#include "StarForceRegions.hpp"
#include "StarCollisionBlock.hpp"
namespace Star {
STAR_CLASS(PhysicsEntity);
struct PhysicsMovingCollision {
static PhysicsMovingCollision fromJson(Json const& json);
RectF boundBox() const;
void translate(Vec2F const& pos);
bool operator==(PhysicsMovingCollision const& rhs) const;
Vec2F position;
PolyF collision;
CollisionKind collisionKind;
PhysicsCategoryFilter categoryFilter;
};
DataStream& operator>>(DataStream& ds, PhysicsMovingCollision& pmc);
DataStream& operator<<(DataStream& ds, PhysicsMovingCollision const& pmc);
struct MovingCollisionId {
MovingCollisionId();
MovingCollisionId(EntityId physicsEntityId, size_t collisionIndex);
bool operator==(MovingCollisionId const& rhs);
// Returns true if the MovingCollisionId is not empty, i.e. default
// constructed
bool valid() const;
operator bool() const;
EntityId physicsEntityId;
size_t collisionIndex;
};
DataStream& operator>>(DataStream& ds, MovingCollisionId& mci);
DataStream& operator<<(DataStream& ds, MovingCollisionId const& mci);
class PhysicsEntity : public virtual Entity {
public:
virtual List<PhysicsForceRegion> forceRegions() const;
virtual size_t movingCollisionCount() const;
virtual Maybe<PhysicsMovingCollision> movingCollision(size_t positionIndex) const;
};
}