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80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
//
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// Created by Louis Auzuret on 2021-05-20.
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//
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#pragma once
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#include "Models/Callback.hpp"
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#include "Models/Vector3.hpp"
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#include "Component/Component.hpp"
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#include "Entity/Entity.hpp"
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namespace BBM
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{
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class CollisionComponent : public WAL::Component
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{
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public:
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//! @brief Used to tell the collided axis
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//! @note Usage: (collidedAxis (int given by callback)) & CollidedAxis::X
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enum CollidedAxis {
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NONE = 0,
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X = 1,
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Y = 2,
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Z = 4,
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ALL = 7
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};
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//! @brief onCollide functions to be called
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//! @param first self
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//! @param second the entity you collided
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//! @param third the collision axis (to know which axis collided)
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> onCollide;
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//! @brief onCollided functions to be called
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//! @param first the entity that collided you
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//! @param second self
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//! @param third the collision axis (to know which axis collided)
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WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> onCollided;
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//! @brief Bound size on all axis
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Vector3f bound;
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//! @brief Offset from the position component
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Vector3f positionOffset;
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//! @inherit
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WAL::Component *clone(WAL::Entity &entity) const override;
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//! @brief A component can't be instantiated, it should be derived.
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explicit CollisionComponent(WAL::Entity &entity);
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//! @brief Constructor with a WAL::Callback
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CollisionComponent(WAL::Entity &entity,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollide,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollided,
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Vector3f positionOffset,
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Vector3f bound);
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//! @brief Constructor with a WAL::Callback, same boundSize for all axis
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CollisionComponent(WAL::Entity &entity,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollide,
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const WAL::Callback<WAL::Entity &, const WAL::Entity &, CollidedAxis> &onCollided,
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float positionOffset,
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float boundSize);
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//! @brief Constructor of collider with no callback
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CollisionComponent(WAL::Entity &entity, Vector3f positionOffset, Vector3f bound);
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//! @brief Constructor no callback, same boundSize & positionOffset for all axis
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CollisionComponent(WAL::Entity &entity, float positionOffset, float boundSize);
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//! @brief Default copy constructor
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CollisionComponent(const CollisionComponent &) = default;
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//! @brief default destructor
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~CollisionComponent() override = default;
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//! @brief A component can't be assigned
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CollisionComponent &operator=(const CollisionComponent &) = delete;
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};
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CollisionComponent::CollidedAxis operator|(CollisionComponent::CollidedAxis first, CollisionComponent::CollidedAxis second);
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CollisionComponent::CollidedAxis &operator|=(CollisionComponent::CollidedAxis &self, CollisionComponent::CollidedAxis other);
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} |