WIP adding directory structure
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83
kraken/nodes/KRCollider.h
Executable file
83
kraken/nodes/KRCollider.h
Executable file
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//
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// KRCollider.h
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// Kraken Engine
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//
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// Copyright 2024 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#pragma once
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#include "KREngine-common.h"
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#define KRAKEN_COLLIDER_PHYSICS 1
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#define KRAKEN_COLLIDER_AUDIO 2
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#include "resources/mesh/KRMesh.h"
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#include "KRModel.h"
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#include "KRCamera.h"
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#include "resources/mesh/KRMeshManager.h"
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#include "KRNode.h"
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#include "KRContext.h"
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#include "resources/mesh/KRMesh.h"
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class KRCollider : public KRNode
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{
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public:
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static void InitNodeInfo(KrNodeInfo* nodeInfo);
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KRCollider(KRScene& scene, std::string name);
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KRCollider(KRScene& scene, std::string collider_name, std::string model_name, unsigned int layer_mask, float audio_occlusion);
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virtual ~KRCollider();
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virtual std::string getElementName();
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virtual tinyxml2::XMLElement* saveXML(tinyxml2::XMLNode* parent);
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virtual void loadXML(tinyxml2::XMLElement* e);
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virtual hydra::AABB getBounds();
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bool lineCast(const hydra::Vector3& v0, const hydra::Vector3& v1, hydra::HitInfo& hitinfo, unsigned int layer_mask);
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bool rayCast(const hydra::Vector3& v0, const hydra::Vector3& v1, hydra::HitInfo& hitinfo, unsigned int layer_mask);
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bool sphereCast(const hydra::Vector3& v0, const hydra::Vector3& v1, float radius, hydra::HitInfo& hitinfo, unsigned int layer_mask);
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unsigned int getLayerMask();
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void setLayerMask(unsigned int layer_mask);
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float getAudioOcclusion();
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void setAudioOcclusion(float audio_occlusion);
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void render(RenderInfo& ri);
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private:
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KRMesh* m_model;
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std::string m_model_name;
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unsigned int m_layer_mask;
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float m_audio_occlusion;
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void loadModel();
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};
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