colobot/colobot-base/object/crash_sphere.h

58 lines
1.8 KiB
C

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* 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 http://gnu.org/licenses
*/
#pragma once
#include "common/logger.h"
#include "math/sphere.h"
#include "sound/sound_type.h"
/**
* \struct CrashSphere
* \brief Sphere used to detect object collisions
*/
struct CrashSphere
{
CrashSphere(const glm::vec3& pos = { 0, 0, 0 },
float radius = 0.0f,
SoundType _sound = SOUND_NONE,
float _hardness = 0.45f)
: sphere(pos, radius)
, sound(_sound)
, hardness(_hardness)
{
if (sound == SOUND_CLICK)
{
GetLogger()->Warn("Crash sphere using SOUND_CLICK, using SOUND_NONE instead.\n"); // TODO: Make sure v3 model files don't use this ~krzys_h
sound = SOUND_NONE;
}
}
//! Sphere (position + radius)
//! Sphere position is given in either object or world coordinates
//! (see CObject functions for more info)
Math::Sphere sphere;
//! Sound to be played on collision
SoundType sound;
//! "Hardness" of the sphere
float hardness;
};