Object3d.cs :  » Game » SDL » SdlDotNetExamples » Isotope » C# / CSharp Open Source

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNetExamples » Isotope » Object3d.cs
#region LICENSE
/* 
 * (c) 2005 Simon Gillespie
 *
 * 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 2 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#endregion LICENSE

/* Object engine classes for Isotope
    Note: It is very important that objects modify their positions or the object lists in their
    tick routines. Modifying these values in event receiver routines will mean that often a necessary collision
    detection has not occurred and that the drawn display will have errors */

using System;
using System.Collections;

namespace SdlDotNetExamples.Isotope{
    //public static obj_time gametime=obj_time();

    //The Base Object class

    public class Object3d
    {
        /*Base 3d object used for physical interactions

           pos: position vector in space: list of 3 integers [x,y,z]
           size: size, dimension vector relative to the position: list of 3 integers [width-x,width-y,height-z]
           objtype: the object type or id : integer
           fixedob: A flag indicating if an object can is fixedob in position : boolean

           vel: velocity vector : list of 3 integers [vx,vy,vz]
           old_pos: The previous position vector of the object (unused ??): list of 3 integers [x,y,z]
        */
        private int[] position ={ 0, 0, 0 };

        /// <summary>
        /// 
        /// </summary>
        /// <returns></returns>
        public int[] GetPosition()
        {
            return position;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="position"></param>
        public void SetPosition(int[] position)
        {
            this.position = position;
        }

        private int[] oldPosition ={ 0, 0, 0 };

        /// <summary>
        /// 
        /// </summary>
        /// <returns></returns>
        public int[] GetOldPosition()
        {
            return oldPosition;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="oldPosition"></param>
        public void SetOldPosition(int[] oldPosition)
        {
            this.oldPosition = oldPosition;
        }

        private int[] vel ={ 0, 0, 0 };

        /// <summary>
        /// 
        /// </summary>
        /// <returns></returns>
        public int[] GetVelocity()
        {
            return vel;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="velocity"></param>
        public void SetVelocity(int[] velocity)
        {
            this.vel = velocity;
        }

        private int[] size ={ 0, 0, 0 };

        /// <summary>
        /// 
        /// </summary>
        /// <returns></returns>
        public int[] GetSize()
        {
            return size;
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="size"></param>
        public void SetSize(int[] size)
        {
            this.size = size;
        }

        private bool fixedObject;

        public bool FixedObject
        {
            get { return fixedObject; }
            set { fixedObject = value; }
        }
        private int objectType;

        public int ObjectType
        {
            get { return objectType; }
            set { objectType = value; }
        }

        //public Object3d(int[] pos,int[] size,int objtype=0,bool fixedob=true){
        /// <summary>
        /// 
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="size"></param>
        /// <param name="objtype"></param>
        /// <param name="fixedob"></param>
        public Object3d(int[] position, int[] size, int objectType, bool fixedObject)
        {
            if (position == null)
            {
                throw new ArgumentNullException("position");
            }
            if (size == null)
            {
                throw new ArgumentNullException("size");
            }
            position.CopyTo(this.position, 0);
            position.CopyTo(oldPosition, 0);
            size.CopyTo(this.size, 0);
            this.fixedObject = fixedObject;
            this.objectType = objectType;
        }

        /// <summary>
        /// 
        /// </summary>
        public virtual void Tick()
        {
            /*Tick event handler. A general function which allows the object to perform actions */
            //movement, basic velocity driver
            position.CopyTo(oldPosition, 0);
            position = Vector.AddVector(position, vel);
            position.CopyTo(this.position, 0);
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="other_obj"></param>
        /// <param name="impact_face"></param>
        public virtual void EventCollision(Object3d otherObject, int impactFace)
        {
            /*Collision event handler. A function to record a collision with other objects

               other_obj: The other object that collided with this object: Object3d or subclass
               impact_face: The face hit by the other object: face integer (0-5)
            */
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="impact"></param>
        /// <param name="other_obj"></param>
        /// <param name="impact_face"></param>
        public virtual void EventTouch(bool impact, Object3d otherObject, int impactFace)
        {
            /*Touch event handler. A function to record a collision with other objects
   
               impact: Indicates if the other object has touched this object: boolean
               other_obj: The other object that collided with this object: Object3d or subclass
               impact_face: The face hit by the other object: face integer (0-5)
            */
        }

    }
}
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