cstool/collider.h
Go to the documentation of this file.00001 /* 00002 Copyright (C) 1998-2003 by Jorrit Tyberghein 00003 Written by Alex Pfaffe. 00004 00005 This library is free software; you can redistribute it and/or 00006 modify it under the terms of the GNU Library General Public 00007 License as published by the Free Software Foundation; either 00008 version 2 of the License, or (at your option) any later version. 00009 00010 This library is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00013 Library General Public License for more details. 00014 00015 You should have received a copy of the GNU Library General Public 00016 License along with this library; if not, write to the Free 00017 Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00018 */ 00019 #ifndef __CS_COLLIDER_H__ 00020 #define __CS_COLLIDER_H__ 00021 00026 #include "csextern.h" 00027 00028 #include "csgeom/box.h" 00029 #include "csutil/csobject.h" 00030 #include "csutil/leakguard.h" 00031 #include "csutil/array.h" 00032 #include "csutil/scf_implementation.h" 00033 #include "csutil/set.h" 00034 00035 #include "ivaria/collider.h" 00036 00037 struct iCamera; 00038 struct iCollider; 00039 struct iCollideSystem; 00040 struct iEngine; 00041 struct iMeshWrapper; 00042 struct iMovable; 00043 struct iObject; 00044 struct iPolygonMesh; 00045 struct iRegion; 00046 struct iSector; 00047 00048 struct csCollisionPair; 00049 class csReversibleTransform; 00050 00051 struct csIntersectingTriangle; 00052 00053 00067 class CS_CRYSTALSPACE_EXPORT csColliderWrapper : 00068 public scfImplementationExt1<csColliderWrapper, 00069 csObject, 00070 scfFakeInterface<csColliderWrapper> > 00071 { 00072 private: 00073 csRef<iCollideSystem> collide_system; 00074 csRef<iCollider> collider; 00075 00076 public: 00077 SCF_INTERFACE(csColliderWrapper, 2,0,0); 00078 00079 CS_LEAKGUARD_DECLARE (csColliderWrapper); 00080 00082 csColliderWrapper (csObject& parent, iCollideSystem* collide_system, 00083 iPolygonMesh* mesh); 00084 00086 csColliderWrapper (iObject* parent, iCollideSystem* collide_system, 00087 iPolygonMesh* mesh); 00088 00090 csColliderWrapper (iObject* parent, iCollideSystem* collide_system, 00091 iTerraFormer* terrain); 00092 00098 csColliderWrapper (iObject* parent, iCollideSystem* collide_system, 00099 iCollider* collider); 00100 00102 virtual ~csColliderWrapper (); 00103 00105 iCollider* GetCollider () { return collider; } 00106 00108 iCollideSystem* GetCollideSystem () { return collide_system; } 00109 00117 bool Collide (csColliderWrapper& pOtherCollider, 00118 csReversibleTransform* pThisTransform = 0, 00119 csReversibleTransform* pOtherTransform = 0); 00124 bool Collide (csObject& otherObject, 00125 csReversibleTransform* pThisTransform = 0, 00126 csReversibleTransform* pOtherTransform = 0); 00131 bool Collide (iObject* otherObject, 00132 csReversibleTransform* pThisTransform = 0, 00133 csReversibleTransform* pOtherTransform = 0); 00134 00139 static csColliderWrapper* GetColliderWrapper (csObject& object); 00140 00145 static csColliderWrapper* GetColliderWrapper (iObject* object); 00146 }; 00147 00151 struct CS_CRYSTALSPACE_EXPORT csTraceBeamResult 00152 { 00154 00158 csIntersectingTriangle closest_tri; 00163 csVector3 closest_isect; 00167 iMeshWrapper* closest_mesh; 00172 float sqdistance; 00176 iSector* end_sector; 00177 }; 00178 00183 class CS_CRYSTALSPACE_EXPORT csColliderHelper 00184 { 00185 public: 00197 static csColliderWrapper* InitializeCollisionWrapper (iCollideSystem* colsys, 00198 iMeshWrapper* mesh); 00199 00205 static void InitializeCollisionWrappers (iCollideSystem* colsys, 00206 iEngine* engine, iRegion* region = 0); 00207 00225 static bool CollideArray ( 00226 iCollideSystem* colsys, 00227 iCollider* collider, 00228 const csReversibleTransform* trans, 00229 int num_colliders, 00230 iCollider** colliders, 00231 csReversibleTransform **transforms); 00232 00269 static int CollidePath ( 00270 iCollideSystem* colsys, 00271 iCollider* collider, const csReversibleTransform* trans, 00272 float nbrsteps, 00273 csVector3& newpos, 00274 int num_colliders, 00275 iCollider** colliders, 00276 csReversibleTransform** transforms); 00277 00301 static float TraceBeam (iCollideSystem* cdsys, iSector* sector, 00302 const csVector3& start, const csVector3& end, 00303 bool traverse_portals, 00304 csIntersectingTriangle& closest_tri, 00305 csVector3& closest_isect, 00306 iMeshWrapper** closest_mesh = 0, 00307 iSector** end_sector = 0); 00308 00325 static csTraceBeamResult TraceBeam (iCollideSystem* cdsys, iSector* sector, 00326 const csVector3& start, const csVector3& end, 00327 bool traverse_portals); 00328 }; 00329 00334 class CS_CRYSTALSPACE_EXPORT csColliderActor 00335 { 00336 private: 00337 bool revertMove; 00338 bool onground; 00339 bool cd; 00340 csArray<csCollisionPair> our_cd_contact; 00341 float gravity; 00342 iMeshWrapper* mesh; 00343 iCamera* camera; 00344 iMovable* movable; 00345 iCollideSystem* cdsys; 00346 iEngine* engine; 00347 csVector3 velWorld; 00349 csSet<csPtrKey<iMeshWrapper> > hit_meshes; 00350 bool do_hit_meshes; 00351 00353 csVector3 rotation; 00354 00355 csRef<iCollider> topCollider; 00356 csRef<iCollider> bottomCollider; 00357 csBox3 boundingBox; 00358 csVector3 shift; 00359 csVector3 topSize; 00360 csVector3 bottomSize; 00361 csVector3 intervalSize; 00362 00363 int revertCount; 00364 00379 int CollisionDetect ( 00380 iCollider *collider, 00381 iSector* sector, 00382 csReversibleTransform* transform, 00383 csReversibleTransform* old_transform); 00384 00394 int CollisionDetectIterative ( 00395 iCollider *collider, 00396 iSector* sector, 00397 csReversibleTransform* transform, 00398 csReversibleTransform* old_transform, csVector3& maxmove); 00399 bool MoveV (float delta, const csVector3& velBody); 00400 bool RotateV (float delta, const csVector3& angularVelocity); 00401 void InitializeColliders (const csVector3& legs, 00402 const csVector3& body, const csVector3& shift); 00403 00404 public: 00406 csColliderActor (); 00407 00409 void SetCollideSystem (iCollideSystem* cdsys) 00410 { 00411 csColliderActor::cdsys = cdsys; 00412 } 00413 00415 void SetEngine (iEngine* engine) 00416 { 00417 csColliderActor::engine = engine; 00418 } 00419 00429 void InitializeColliders (iMeshWrapper* mesh, const csVector3& legs, 00430 const csVector3& body, const csVector3& shift); 00431 00443 void InitializeColliders (iCamera* camera, const csVector3& legs, 00444 const csVector3& body, const csVector3& shift); 00445 00452 void SetCamera (iCamera* camera, bool adjustRotation = true); 00453 00457 void SetGravity (float g) 00458 { 00459 gravity = g; 00460 velWorld.y = 0; 00461 } 00462 00466 float GetGravity () const { return gravity; } 00467 00471 bool IsOnGround () const { return onground; } 00472 00476 void SetOnGround (bool og) { onground = og; } 00477 00481 bool HasCD () const { return cd; } 00482 00486 void SetCD (bool c) { cd = c; } 00487 00491 bool CheckRevertMove () const { return revertMove; } 00492 00499 void EnableHitMeshes (bool hm) { do_hit_meshes = hm; } 00500 00502 bool CheckHitMeshes () const { return do_hit_meshes; } 00503 00509 const csSet<csPtrKey<iMeshWrapper> >& GetHitMeshes () 00510 { return hit_meshes; } 00511 00524 bool Move (float delta, float speed, const csVector3& velBody, 00525 const csVector3& angularVelocity); 00526 00531 const csVector3& GetRotation () { return rotation; } 00532 00537 void SetRotation (const csVector3& rot); 00538 00544 bool AdjustForCollisions (const csVector3& oldpos, 00545 csVector3& newpos, 00546 const csVector3& vel, 00547 float delta); 00548 }; 00549 00550 #endif // __CS_COLLIDER_H__
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