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67 lines
2.3 KiB
C++
67 lines
2.3 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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private:
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//! @brief Bound size on all axis
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Vector3f _bound;
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public:
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//! @brief get bound size on the X axis
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float getBoundX(void) const;
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//! @brief get bound size on the Y axis
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float getBoundY(void) const;
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//! @brief get bound size on the Z axis
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float getBoundZ(void) const;
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//! @brief set bound size on the X axis
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void setBoundX(float);
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//! @brief set bound size on the Y axis
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void setBoundY(float);
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//! @brief set bound size on the Z axis
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void setBoundZ(float);
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//! @brief onCollide functions to be called
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WAL::Callback<WAL::Entity &, const WAL::Entity &> onCollide;
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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 callback function
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CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> callback, Vector3f bound);
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//! @brief Constructor with a callback function, same boundSize for all axis
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CollisionComponent(WAL::Entity &entity, std::function<void (WAL::Entity &, const WAL::Entity &)> callback, float boundSize = 0);
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//! @brief Constructor with a WAL::Callback
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CollisionComponent(WAL::Entity &entity, WAL::Callback<WAL::Entity &, const WAL::Entity &> callback, 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, WAL::Callback<WAL::Entity &, const WAL::Entity &> callback, float boundSize = 0);
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//! @brief Constructor of collider with no callback
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CollisionComponent(WAL::Entity &entity, Vector3f bound);
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//! @brief Constructor no callback, same boundSize for all axis
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CollisionComponent(WAL::Entity &entity, 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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} |