Tomoaki Kawada ebd79c0099 Change #include style
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
2016-12-03 18:49:07 +09:00

101 lines
2.2 KiB
C++

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