/* Moonfall Copyright (C) 2008 Alex Yatskov This program 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. This program 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 this program. If not, see . */ #pragma once #include "ActorProperty.h" class ActorPropertyPhysics : public ActorPropertyTyped { public: ActorPropertyPhysics(Actor* owner); void Update(float elapsed); void SetVelocity(const Vector2f& velocity); Vector2f GetVelocity() const; void QueryShapeCollisions(ActorShapeType type, std::vector >* actors) const; private: void UpdateShapes(); void CollideAgainstShape(const std::vector >& actors, ActorShapeType typeAttacker); struct CollisionState { std::vector > collisions; }; static const ActorShapeType s_collisionShapes[ACTOR_SHAPE_TYPE_COLLISION_COUNT]; CollisionState m_collisionState[ACTOR_SHAPE_TYPE_COUNT]; Vector2f m_velocity; };