ebd79c0099
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
101 lines
2.2 KiB
C++
101 lines
2.2 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <Core/Math.h>
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namespace spades {
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namespace client {
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class IRenderer;
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class GameMap;
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class Player;
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class IModel;
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class Corpse {
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enum NodeType {
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// torso in CW seen from front
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Torso1,
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Torso2,
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Torso3,
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Torso4,
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Arm1, // Torso1
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Arm2, // Torso2
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Leg1, // Torso3
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Leg2, // Torso4
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Head,
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NodeCount
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};
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struct Node {
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Vector3 pos, vel;
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Vector3 lastPos;
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Vector3 lastForce;
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};
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struct Edge {
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NodeType node1, node2;
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Vector3 lastVelDiff;
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Vector3 velDiff;
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Edge() { node1 = node2 = NodeCount; }
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};
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IRenderer *renderer;
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GameMap *map;
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Vector3 color;
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Node nodes[NodeCount];
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Edge edges[8];
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void SetNode(NodeType n, Vector3);
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void SetNode(NodeType n, Vector4);
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void Spring(NodeType n1, NodeType n2, float distance, float dt);
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void Spring(NodeType n1a, NodeType n1b, NodeType n2, float distance, float dt);
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void AngleSpring(NodeType base, NodeType a, NodeType b, float minDot, float maxDot,
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float dt);
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void AngleSpring(NodeType a, NodeType b, Vector3 dir, float minDot, float maxDot,
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float dt);
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void AngularMomentum(int eId, NodeType a, NodeType b);
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void ApplyConstraint(float dt);
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void LineCollision(NodeType a, NodeType b, float dt);
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public:
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Corpse(IRenderer *renderer, GameMap *map, Player *p);
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~Corpse();
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void Update(float dt);
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void AddToScene();
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Vector3 GetCenter();
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bool IsVisibleFrom(Vector3 eye);
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void AddImpulse(Vector3);
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};
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}
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}
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