//**************************************************************************** // "Those Funny Funguloids!" // http://funguloids.sourceforge.net // Copyright (c) 2006-2007, Mika Halttunen // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the // use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software in a // product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //***************************************************************************/ #ifndef MOVINGOBJECT_H #define MOVINGOBJECT_H #include <Ogre.h> #include "object.h" using namespace Ogre; // Object type const int OTYPE_MOVING_BASIC = 100 + 1; class MovingObject : public Object { protected: Vector3 mCurrentSpeed; // Current speed Real mSpeed; // Moving speed Real mAnimSpeed; // Animation speed Real mMass; // Object mass bool mIsStuck; // Don't keep from moving at first, if the object is stuck in collision Real mStuckCount; // Number of seconds stuck in collision Vector3 mSafePosition; // Safe position (i.e. not colliding) bool mIsToBeDeleted; // Is the object going to be deleted? public: MovingObject(const String &name, SceneManager *sceneMgr, const String &mesh, const Vector3 &pos, bool managed=true); virtual void move(Real delta); bool checkCollisions(const Vector3 &pos, Vector3 &vel, Real delta); virtual bool preCollision(MovingObject *other) { return true; } virtual void afterCollision(MovingObject *other) { } bool isStuck() const { return mIsStuck; } void setSpeed(Real sp) { mSpeed = sp; } Real getSpeed() const { return mSpeed; } void setCurrentSpeed(const Vector3 &sp) { mCurrentSpeed = sp; } Vector3 getCurrentSpeed() const { return mCurrentSpeed; } void setMass(Real m) { mMass = m; } Real getMass() const { return mMass; } void setAnimSpeed(Real sp) { mAnimSpeed = sp; } Real getAnimSpeed() const { return mAnimSpeed; } Vector3 getSafePosition() const { return mSafePosition; } virtual void updateAfterWrap(); void setToBeDeleted() { mIsToBeDeleted = true; } bool isToBeDeleted() const { return mIsToBeDeleted; } }; #endif